114 lines
3.8 KiB
C
114 lines
3.8 KiB
C
/*
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* Copyright 2008-2009 Henri Verbeet for CodeWeavers
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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*
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*/
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#include "config.h"
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#include "wine/port.h"
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#include "d3d10_private.h"
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WINE_DEFAULT_DEBUG_CHANNEL(d3d10);
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#define WINE_D3D10_TO_STR(x) case x: return #x
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const char *debug_d3d10_driver_type(D3D10_DRIVER_TYPE driver_type)
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{
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switch(driver_type)
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{
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WINE_D3D10_TO_STR(D3D10_DRIVER_TYPE_HARDWARE);
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WINE_D3D10_TO_STR(D3D10_DRIVER_TYPE_REFERENCE);
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WINE_D3D10_TO_STR(D3D10_DRIVER_TYPE_NULL);
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WINE_D3D10_TO_STR(D3D10_DRIVER_TYPE_SOFTWARE);
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default:
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FIXME("Unrecognized D3D10_DRIVER_TYPE %#x\n", driver_type);
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return "unrecognized";
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}
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}
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const char *debug_d3d10_shader_variable_class(D3D10_SHADER_VARIABLE_CLASS c)
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{
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switch (c)
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{
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WINE_D3D10_TO_STR(D3D10_SVC_SCALAR);
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WINE_D3D10_TO_STR(D3D10_SVC_VECTOR);
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WINE_D3D10_TO_STR(D3D10_SVC_MATRIX_ROWS);
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WINE_D3D10_TO_STR(D3D10_SVC_MATRIX_COLUMNS);
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WINE_D3D10_TO_STR(D3D10_SVC_OBJECT);
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WINE_D3D10_TO_STR(D3D10_SVC_STRUCT);
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default:
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FIXME("Unrecognized D3D10_SHADER_VARIABLE_CLASS %#x.\n", c);
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return "unrecognized";
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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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{
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return HeapAlloc(GetProcessHeap(), 0, size);
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}
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void *d3d10_rb_realloc(void *ptr, size_t size)
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{
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return HeapReAlloc(GetProcessHeap(), 0, ptr, size);
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}
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void d3d10_rb_free(void *ptr)
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{
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HeapFree(GetProcessHeap(), 0, ptr);
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}
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