/* * Copyright 2008-2009 Henri Verbeet for CodeWeavers * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2.1 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA * */ #include "config.h" #include "wine/port.h" #include "d3d10_private.h" WINE_DEFAULT_DEBUG_CHANNEL(d3d10); #define WINE_D3D10_TO_STR(x) case x: return #x const char *debug_d3d10_driver_type(D3D10_DRIVER_TYPE driver_type) { switch(driver_type) { WINE_D3D10_TO_STR(D3D10_DRIVER_TYPE_HARDWARE); WINE_D3D10_TO_STR(D3D10_DRIVER_TYPE_REFERENCE); WINE_D3D10_TO_STR(D3D10_DRIVER_TYPE_NULL); WINE_D3D10_TO_STR(D3D10_DRIVER_TYPE_SOFTWARE); default: FIXME("Unrecognized D3D10_DRIVER_TYPE %#x\n", driver_type); return "unrecognized"; } } const char *debug_d3d10_shader_variable_class(D3D10_SHADER_VARIABLE_CLASS c) { switch (c) { WINE_D3D10_TO_STR(D3D10_SVC_SCALAR); WINE_D3D10_TO_STR(D3D10_SVC_VECTOR); WINE_D3D10_TO_STR(D3D10_SVC_MATRIX_ROWS); WINE_D3D10_TO_STR(D3D10_SVC_MATRIX_COLUMNS); WINE_D3D10_TO_STR(D3D10_SVC_OBJECT); WINE_D3D10_TO_STR(D3D10_SVC_STRUCT); default: FIXME("Unrecognized D3D10_SHADER_VARIABLE_CLASS %#x.\n", c); return "unrecognized"; } } const char *debug_d3d10_shader_variable_type(D3D10_SHADER_VARIABLE_TYPE t) { switch (t) { WINE_D3D10_TO_STR(D3D10_SVT_VOID); WINE_D3D10_TO_STR(D3D10_SVT_BOOL); WINE_D3D10_TO_STR(D3D10_SVT_INT); WINE_D3D10_TO_STR(D3D10_SVT_FLOAT); WINE_D3D10_TO_STR(D3D10_SVT_STRING); WINE_D3D10_TO_STR(D3D10_SVT_TEXTURE); WINE_D3D10_TO_STR(D3D10_SVT_TEXTURE1D); WINE_D3D10_TO_STR(D3D10_SVT_TEXTURE2D); WINE_D3D10_TO_STR(D3D10_SVT_TEXTURE3D); WINE_D3D10_TO_STR(D3D10_SVT_TEXTURECUBE); WINE_D3D10_TO_STR(D3D10_SVT_SAMPLER); WINE_D3D10_TO_STR(D3D10_SVT_PIXELSHADER); WINE_D3D10_TO_STR(D3D10_SVT_VERTEXSHADER); WINE_D3D10_TO_STR(D3D10_SVT_UINT); WINE_D3D10_TO_STR(D3D10_SVT_UINT8); WINE_D3D10_TO_STR(D3D10_SVT_GEOMETRYSHADER); WINE_D3D10_TO_STR(D3D10_SVT_RASTERIZER); WINE_D3D10_TO_STR(D3D10_SVT_DEPTHSTENCIL); WINE_D3D10_TO_STR(D3D10_SVT_BLEND); WINE_D3D10_TO_STR(D3D10_SVT_BUFFER); WINE_D3D10_TO_STR(D3D10_SVT_CBUFFER); WINE_D3D10_TO_STR(D3D10_SVT_TBUFFER); WINE_D3D10_TO_STR(D3D10_SVT_TEXTURE1DARRAY); WINE_D3D10_TO_STR(D3D10_SVT_TEXTURE2DARRAY); WINE_D3D10_TO_STR(D3D10_SVT_RENDERTARGETVIEW); WINE_D3D10_TO_STR(D3D10_SVT_DEPTHSTENCILVIEW); WINE_D3D10_TO_STR(D3D10_SVT_TEXTURE2DMS); WINE_D3D10_TO_STR(D3D10_SVT_TEXTURE2DMSARRAY); WINE_D3D10_TO_STR(D3D10_SVT_TEXTURECUBEARRAY); default: FIXME("Unrecognized D3D10_SHADER_VARIABLE_TYPE %#x.\n", t); return "unrecognized"; } } #undef WINE_D3D10_TO_STR void *d3d10_rb_alloc(size_t size) { return HeapAlloc(GetProcessHeap(), 0, size); } void *d3d10_rb_realloc(void *ptr, size_t size) { return HeapReAlloc(GetProcessHeap(), 0, ptr, size); } void d3d10_rb_free(void *ptr) { HeapFree(GetProcessHeap(), 0, ptr); }