| /* |
| * 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); |
| } |