[PATCH 2/6] d3d10: Add a debug function for D3D10_SHADER_VARIABLE_TYPE.
Henri Verbeet
hverbeet at codeweavers.com
Wed Sep 9 11:12:39 CDT 2009
---
dlls/d3d10/d3d10_private.h | 1 +
dlls/d3d10/effect.c | 2 +-
dlls/d3d10/utils.c | 39 +++++++++++++++++++++++++++++++++++++++
3 files changed, 41 insertions(+), 1 deletions(-)
diff --git a/dlls/d3d10/d3d10_private.h b/dlls/d3d10/d3d10_private.h
index 2ba0d11..3311779 100644
--- a/dlls/d3d10/d3d10_private.h
+++ b/dlls/d3d10/d3d10_private.h
@@ -32,6 +32,7 @@
/* TRACE helper functions */
const char *debug_d3d10_driver_type(D3D10_DRIVER_TYPE driver_type);
const char *debug_d3d10_shader_variable_class(D3D10_SHADER_VARIABLE_CLASS c);
+const char *debug_d3d10_shader_variable_type(D3D10_SHADER_VARIABLE_TYPE t);
void *d3d10_rb_alloc(size_t size);
void *d3d10_rb_realloc(void *ptr, size_t size);
diff --git a/dlls/d3d10/effect.c b/dlls/d3d10/effect.c
index 3ec3a38..f4c660f 100644
--- a/dlls/d3d10/effect.c
+++ b/dlls/d3d10/effect.c
@@ -486,7 +486,7 @@ static HRESULT parse_fx10_type(struct d3d10_effect_type *t, const char *ptr, con
TRACE("Type description: %#x.\n", tmp);
TRACE("\tcolumns: %u.\n", t->column_count);
TRACE("\trows: %u.\n", t->row_count);
- TRACE("\tbasetype: %#x.\n", t->basetype);
+ TRACE("\tbasetype: %s.\n", debug_d3d10_shader_variable_type(t->basetype));
TRACE("\tclass: %s.\n", debug_d3d10_shader_variable_class(t->type_class));
TRACE("\tunknown bits: %#x.\n", tmp & ~(D3D10_FX10_TYPE_COLUMN_MASK | D3D10_FX10_TYPE_ROW_MASK
| D3D10_FX10_TYPE_BASETYPE_MASK | D3D10_FX10_TYPE_CLASS_MASK));
diff --git a/dlls/d3d10/utils.c b/dlls/d3d10/utils.c
index 7ee8512..c5419d3 100644
--- a/dlls/d3d10/utils.c
+++ b/dlls/d3d10/utils.c
@@ -56,6 +56,45 @@ const char *debug_d3d10_shader_variable_class(D3D10_SHADER_VARIABLE_CLASS c)
}
}
+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)
--
1.6.0.6
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