d3d10: Add a debug function for D3D10_SHADER_VARIABLE_TYPE.
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@ -32,6 +32,7 @@
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/* TRACE helper functions */
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const char *debug_d3d10_driver_type(D3D10_DRIVER_TYPE driver_type);
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const char *debug_d3d10_shader_variable_class(D3D10_SHADER_VARIABLE_CLASS c);
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const char *debug_d3d10_shader_variable_type(D3D10_SHADER_VARIABLE_TYPE t);
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void *d3d10_rb_alloc(size_t size);
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void *d3d10_rb_realloc(void *ptr, size_t size);
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@ -486,7 +486,7 @@ static HRESULT parse_fx10_type(struct d3d10_effect_type *t, const char *ptr, con
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TRACE("Type description: %#x.\n", tmp);
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TRACE("\tcolumns: %u.\n", t->column_count);
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TRACE("\trows: %u.\n", t->row_count);
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TRACE("\tbasetype: %#x.\n", t->basetype);
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TRACE("\tbasetype: %s.\n", debug_d3d10_shader_variable_type(t->basetype));
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TRACE("\tclass: %s.\n", debug_d3d10_shader_variable_class(t->type_class));
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TRACE("\tunknown bits: %#x.\n", tmp & ~(D3D10_FX10_TYPE_COLUMN_MASK | D3D10_FX10_TYPE_ROW_MASK
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| D3D10_FX10_TYPE_BASETYPE_MASK | D3D10_FX10_TYPE_CLASS_MASK));
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@ -56,6 +56,45 @@ const char *debug_d3d10_shader_variable_class(D3D10_SHADER_VARIABLE_CLASS c)
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}
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}
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const char *debug_d3d10_shader_variable_type(D3D10_SHADER_VARIABLE_TYPE t)
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{
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switch (t)
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{
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WINE_D3D10_TO_STR(D3D10_SVT_VOID);
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WINE_D3D10_TO_STR(D3D10_SVT_BOOL);
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WINE_D3D10_TO_STR(D3D10_SVT_INT);
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WINE_D3D10_TO_STR(D3D10_SVT_FLOAT);
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WINE_D3D10_TO_STR(D3D10_SVT_STRING);
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WINE_D3D10_TO_STR(D3D10_SVT_TEXTURE);
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WINE_D3D10_TO_STR(D3D10_SVT_TEXTURE1D);
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WINE_D3D10_TO_STR(D3D10_SVT_TEXTURE2D);
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WINE_D3D10_TO_STR(D3D10_SVT_TEXTURE3D);
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WINE_D3D10_TO_STR(D3D10_SVT_TEXTURECUBE);
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WINE_D3D10_TO_STR(D3D10_SVT_SAMPLER);
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WINE_D3D10_TO_STR(D3D10_SVT_PIXELSHADER);
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WINE_D3D10_TO_STR(D3D10_SVT_VERTEXSHADER);
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WINE_D3D10_TO_STR(D3D10_SVT_UINT);
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WINE_D3D10_TO_STR(D3D10_SVT_UINT8);
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WINE_D3D10_TO_STR(D3D10_SVT_GEOMETRYSHADER);
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WINE_D3D10_TO_STR(D3D10_SVT_RASTERIZER);
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WINE_D3D10_TO_STR(D3D10_SVT_DEPTHSTENCIL);
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WINE_D3D10_TO_STR(D3D10_SVT_BLEND);
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WINE_D3D10_TO_STR(D3D10_SVT_BUFFER);
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WINE_D3D10_TO_STR(D3D10_SVT_CBUFFER);
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WINE_D3D10_TO_STR(D3D10_SVT_TBUFFER);
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WINE_D3D10_TO_STR(D3D10_SVT_TEXTURE1DARRAY);
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WINE_D3D10_TO_STR(D3D10_SVT_TEXTURE2DARRAY);
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WINE_D3D10_TO_STR(D3D10_SVT_RENDERTARGETVIEW);
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WINE_D3D10_TO_STR(D3D10_SVT_DEPTHSTENCILVIEW);
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WINE_D3D10_TO_STR(D3D10_SVT_TEXTURE2DMS);
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WINE_D3D10_TO_STR(D3D10_SVT_TEXTURE2DMSARRAY);
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WINE_D3D10_TO_STR(D3D10_SVT_TEXTURECUBEARRAY);
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default:
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FIXME("Unrecognized D3D10_SHADER_VARIABLE_TYPE %#x.\n", t);
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return "unrecognized";
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}
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}
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#undef WINE_D3D10_TO_STR
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void *d3d10_rb_alloc(size_t size)
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