Stefan Dösinger : wined3d: Add missing render states to the dumping function.

Alexandre Julliard julliard at wine.codeweavers.com
Tue May 16 06:24:48 CDT 2006


Module: wine
Branch: refs/heads/master
Commit: 2a35f769e38240601aaeb19ad883c7ac5c166696
URL:    http://source.winehq.org/git/?p=wine.git;a=commit;h=2a35f769e38240601aaeb19ad883c7ac5c166696

Author: Stefan Dösinger <stefan at codeweavers.com>
Date:   Mon May 15 20:28:13 2006 +0200

wined3d: Add missing render states to the dumping function.

---

 dlls/wined3d/utils.c |   26 ++++++++++++++++++++++++++
 1 files changed, 26 insertions(+), 0 deletions(-)

diff --git a/dlls/wined3d/utils.c b/dlls/wined3d/utils.c
index 32a5991..e562f41 100644
--- a/dlls/wined3d/utils.c
+++ b/dlls/wined3d/utils.c
@@ -169,15 +169,27 @@ #undef  PRIM_TO_STR
 const char* debug_d3drenderstate(DWORD state) {
   switch (state) {
 #define D3DSTATE_TO_STR(u) case u: return #u
+    D3DSTATE_TO_STR(WINED3DRS_TEXTUREHANDLE             );
+    D3DSTATE_TO_STR(WINED3DRS_ANTIALIAS                 );
+    D3DSTATE_TO_STR(WINED3DRS_TEXTUREADDRESS            );
+    D3DSTATE_TO_STR(WINED3DRS_TEXTUREPERSPECTIVE        );
+    D3DSTATE_TO_STR(WINED3DRS_WRAPU                     );
+    D3DSTATE_TO_STR(WINED3DRS_WRAPV                     );
     D3DSTATE_TO_STR(WINED3DRS_ZENABLE                   );
     D3DSTATE_TO_STR(WINED3DRS_FILLMODE                  );
     D3DSTATE_TO_STR(WINED3DRS_SHADEMODE                 );
     D3DSTATE_TO_STR(WINED3DRS_LINEPATTERN               );
+    D3DSTATE_TO_STR(WINED3DRS_MONOENABLE                );
+    D3DSTATE_TO_STR(WINED3DRS_ROP2                      );
+    D3DSTATE_TO_STR(WINED3DRS_PLANEMASK                 );
     D3DSTATE_TO_STR(WINED3DRS_ZWRITEENABLE              );
     D3DSTATE_TO_STR(WINED3DRS_ALPHATESTENABLE           );
     D3DSTATE_TO_STR(WINED3DRS_LASTPIXEL                 );
+    D3DSTATE_TO_STR(WINED3DRS_TEXTUREMAG                );
+    D3DSTATE_TO_STR(WINED3DRS_TEXTUREMIN                );
     D3DSTATE_TO_STR(WINED3DRS_SRCBLEND                  );
     D3DSTATE_TO_STR(WINED3DRS_DESTBLEND                 );
+    D3DSTATE_TO_STR(WINED3DRS_TEXTUREMAPBLEND           );
     D3DSTATE_TO_STR(WINED3DRS_CULLMODE                  );
     D3DSTATE_TO_STR(WINED3DRS_ZFUNC                     );
     D3DSTATE_TO_STR(WINED3DRS_ALPHAREF                  );
@@ -187,14 +199,26 @@ #define D3DSTATE_TO_STR(u) case u: retur
     D3DSTATE_TO_STR(WINED3DRS_FOGENABLE                 );
     D3DSTATE_TO_STR(WINED3DRS_SPECULARENABLE            );
     D3DSTATE_TO_STR(WINED3DRS_ZVISIBLE                  );
+    D3DSTATE_TO_STR(WINED3DRS_SUBPIXEL                  );
+    D3DSTATE_TO_STR(WINED3DRS_SUBPIXELX                 );
+    D3DSTATE_TO_STR(WINED3DRS_STIPPLEDALPHA             );
     D3DSTATE_TO_STR(WINED3DRS_FOGCOLOR                  );
     D3DSTATE_TO_STR(WINED3DRS_FOGTABLEMODE              );
     D3DSTATE_TO_STR(WINED3DRS_FOGSTART                  );
     D3DSTATE_TO_STR(WINED3DRS_FOGEND                    );
     D3DSTATE_TO_STR(WINED3DRS_FOGDENSITY                );
+    D3DSTATE_TO_STR(WINED3DRS_STIPPLEENABLE             );
     D3DSTATE_TO_STR(WINED3DRS_EDGEANTIALIAS             );
+    D3DSTATE_TO_STR(WINED3DRS_COLORKEYENABLE            );
+    D3DSTATE_TO_STR(WINED3DRS_BORDERCOLOR               );
+    D3DSTATE_TO_STR(WINED3DRS_TEXTUREADDRESSU           );
+    D3DSTATE_TO_STR(WINED3DRS_TEXTUREADDRESSV           );
+    D3DSTATE_TO_STR(WINED3DRS_MIPMAPLODBIAS             );
     D3DSTATE_TO_STR(WINED3DRS_ZBIAS                     );
     D3DSTATE_TO_STR(WINED3DRS_RANGEFOGENABLE            );
+    D3DSTATE_TO_STR(WINED3DRS_ANISOTROPY                );
+    D3DSTATE_TO_STR(WINED3DRS_FLUSHBATCH                );
+    D3DSTATE_TO_STR(WINED3DRS_TRANSLUCENTSORTINDEPENDENT);
     D3DSTATE_TO_STR(WINED3DRS_STENCILENABLE             );
     D3DSTATE_TO_STR(WINED3DRS_STENCILFAIL               );
     D3DSTATE_TO_STR(WINED3DRS_STENCILZFAIL              );
@@ -214,11 +238,13 @@ #define D3DSTATE_TO_STR(u) case u: retur
     D3DSTATE_TO_STR(WINED3DRS_WRAP7                     );
     D3DSTATE_TO_STR(WINED3DRS_CLIPPING                  );
     D3DSTATE_TO_STR(WINED3DRS_LIGHTING                  );
+    D3DSTATE_TO_STR(WINED3DRS_EXTENTS                   );
     D3DSTATE_TO_STR(WINED3DRS_AMBIENT                   );
     D3DSTATE_TO_STR(WINED3DRS_FOGVERTEXMODE             );
     D3DSTATE_TO_STR(WINED3DRS_COLORVERTEX               );
     D3DSTATE_TO_STR(WINED3DRS_LOCALVIEWER               );
     D3DSTATE_TO_STR(WINED3DRS_NORMALIZENORMALS          );
+    D3DSTATE_TO_STR(WINED3DRS_COLORKEYBLENDENABLE       );
     D3DSTATE_TO_STR(WINED3DRS_DIFFUSEMATERIALSOURCE     );
     D3DSTATE_TO_STR(WINED3DRS_SPECULARMATERIALSOURCE    );
     D3DSTATE_TO_STR(WINED3DRS_AMBIENTMATERIALSOURCE     );




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