wined3d: Improve traces for D3DTRANSFORMSTATETYPE.
Added debug function for WINED3DTRANSFORMSTATETYPE and changed all
references from D3DTS_* to WINED3DTS_*.
diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index 5928561..cd166d2 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -156,7 +156,7 @@
/* Light settings are affected by the model view in OpenGL, the View transform in direct3d*/
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
- glLoadMatrixf((float *)&This->stateBlock->transforms[D3DTS_VIEW].u.m[0][0]);
+ glLoadMatrixf((float *)&This->stateBlock->transforms[WINED3DTS_VIEW].u.m[0][0]);
/* Diffuse: */
colRGBA[0] = lightInfo->OriginalParms.Diffuse.r;
@@ -2450,7 +2450,7 @@
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
/* Most of this routine, comments included copied from ddraw tree initially: */
- TRACE("(%p) : Transform State=%d\n", This, d3dts);
+ TRACE("(%p) : Transform State=%s\n", This, debug_d3dtstype(d3dts));
/* Handle recording of state blocks */
if (This->isRecordingState) {
@@ -2485,27 +2485,27 @@
*/
/* Capture the times we can just ignore the change for now */
- if (d3dts == D3DTS_WORLDMATRIX(0)) {
+ if (d3dts == WINED3DTS_WORLDMATRIX(0)) {
This->modelview_valid = FALSE;
return WINED3D_OK;
- } else if (d3dts == D3DTS_PROJECTION) {
+ } else if (d3dts == WINED3DTS_PROJECTION) {
This->proj_valid = FALSE;
return WINED3D_OK;
- } else if (d3dts >= D3DTS_WORLDMATRIX(1) && d3dts <= D3DTS_WORLDMATRIX(255)) {
+ } else if (d3dts >= WINED3DTS_WORLDMATRIX(1) && d3dts <= WINED3DTS_WORLDMATRIX(255)) {
/* Indexed Vertex Blending Matrices 256 -> 511 */
/* Use arb_vertex_blend or NV_VERTEX_WEIGHTING? */
- FIXME("D3DTS_WORLDMATRIX(1..255) not handled\n");
+ FIXME("WINED3DTS_WORLDMATRIX(1..255) not handled\n");
return WINED3D_OK;
}
/* Now we really are going to have to change a matrix */
ENTER_GL();
- if (d3dts >= D3DTS_TEXTURE0 && d3dts <= D3DTS_TEXTURE7) { /* handle texture matrices */
+ if (d3dts >= WINED3DTS_TEXTURE0 && d3dts <= WINED3DTS_TEXTURE7) { /* handle texture matrices */
/* This is now set with the texture unit states, it may be a good idea to flag the change though! */
- } else if (d3dts == D3DTS_VIEW) { /* handle the VIEW matrice */
+ } else if (d3dts == WINED3DTS_VIEW) { /* handle the VIEW matrice */
unsigned int k;
/* If we are changing the View matrix, reset the light and clipping planes to the new view
@@ -2552,7 +2552,7 @@
}
static HRESULT WINAPI IWineD3DDeviceImpl_GetTransform(IWineD3DDevice *iface, D3DTRANSFORMSTATETYPE State, D3DMATRIX* pMatrix) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
- TRACE("(%p) : for Transform State %d\n", This, State);
+ TRACE("(%p) : for Transform State %s\n", This, debug_d3dtstype(State));
memcpy(pMatrix, &This->stateBlock->transforms[State], sizeof(D3DMATRIX));
return WINED3D_OK;
}
@@ -2567,7 +2567,7 @@
* If this is found to be wrong, change to StateBlock.
*/
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
- TRACE("(%p) : For state %u\n", This, State);
+ TRACE("(%p) : For state %s\n", This, debug_d3dtstype(State));
if (State < HIGHEST_TRANSFORMSTATE)
{
@@ -3016,7 +3016,7 @@
/* Clip Plane settings are affected by the model view in OpenGL, the View transform in direct3d */
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
- glLoadMatrixf((float *) &This->stateBlock->transforms[D3DTS_VIEW].u.m[0][0]);
+ glLoadMatrixf((float *) &This->stateBlock->transforms[WINED3DTS_VIEW].u.m[0][0]);
TRACE("Clipplane [%f,%f,%f,%f]\n",
This->updateStateBlock->clipplane[Index][0],
@@ -5024,13 +5024,13 @@
}
IWineD3DDevice_GetTransform( (IWineD3DDevice *) This,
- D3DTS_VIEW,
+ WINED3DTS_VIEW,
&view_mat);
IWineD3DDevice_GetTransform( (IWineD3DDevice *) This,
- D3DTS_PROJECTION,
+ WINED3DTS_PROJECTION,
&proj_mat);
IWineD3DDevice_GetTransform( (IWineD3DDevice *) This,
- D3DTS_WORLDMATRIX(0),
+ WINED3DTS_WORLDMATRIX(0),
&world_mat);
TRACE("View mat:\n");
@@ -5520,7 +5520,7 @@
/* Unhandled */
case WINED3DTSS_TEXTURETRANSFORMFLAGS :
- set_texture_matrix((float *)&This->stateBlock->transforms[D3DTS_TEXTURE0 + Stage].u.m[0][0], Value, (This->stateBlock->textureState[Stage][WINED3DTSS_TEXCOORDINDEX] & 0xFFFF0000) != D3DTSS_TCI_PASSTHRU);
+ set_texture_matrix((float *)&This->stateBlock->transforms[WINED3DTS_TEXTURE0 + Stage].u.m[0][0], Value, (This->stateBlock->textureState[Stage][WINED3DTSS_TEXCOORDINDEX] & 0xFFFF0000) != D3DTSS_TCI_PASSTHRU);
break;
case WINED3DTSS_BUMPENVMAT00 :
diff --git a/dlls/wined3d/drawprim.c b/dlls/wined3d/drawprim.c
index a5672a2..b9dd6f8 100644
--- a/dlls/wined3d/drawprim.c
+++ b/dlls/wined3d/drawprim.c
@@ -267,12 +267,12 @@
/* In the general case, the view matrix is the identity matrix */
if (This->view_ident) {
- glLoadMatrixf((float *) &This->stateBlock->transforms[D3DTS_WORLDMATRIX(0)].u.m[0][0]);
+ glLoadMatrixf((float *) &This->stateBlock->transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
checkGLcall("glLoadMatrixf");
} else {
- glLoadMatrixf((float *) &This->stateBlock->transforms[D3DTS_VIEW].u.m[0][0]);
+ glLoadMatrixf((float *) &This->stateBlock->transforms[WINED3DTS_VIEW].u.m[0][0]);
checkGLcall("glLoadMatrixf");
- glMultMatrixf((float *) &This->stateBlock->transforms[D3DTS_WORLDMATRIX(0)].u.m[0][0]);
+ glMultMatrixf((float *) &This->stateBlock->transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
checkGLcall("glMultMatrixf");
}
}
@@ -299,7 +299,7 @@
glMultMatrixf(invymat);
checkGLcall("glMultMatrixf(invymat)");
}
- glMultMatrixf((float *) &This->stateBlock->transforms[D3DTS_PROJECTION].u.m[0][0]);
+ glMultMatrixf((float *) &This->stateBlock->transforms[WINED3DTS_PROJECTION].u.m[0][0]);
checkGLcall("glLoadMatrixf");
}
diff --git a/dlls/wined3d/stateblock.c b/dlls/wined3d/stateblock.c
index 85697f4..6242697 100644
--- a/dlls/wined3d/stateblock.c
+++ b/dlls/wined3d/stateblock.c
@@ -816,10 +816,10 @@
This->blockType = WINED3DSBT_INIT;
/* Set some of the defaults for lights, transforms etc */
- memcpy(&This->transforms[D3DTS_PROJECTION], &identity, sizeof(identity));
- memcpy(&This->transforms[D3DTS_VIEW], &identity, sizeof(identity));
+ memcpy(&This->transforms[WINED3DTS_PROJECTION], &identity, sizeof(identity));
+ memcpy(&This->transforms[WINED3DTS_VIEW], &identity, sizeof(identity));
for (i = 0; i < 256; ++i) {
- memcpy(&This->transforms[D3DTS_WORLDMATRIX(i)], &identity, sizeof(identity));
+ memcpy(&This->transforms[WINED3DTS_WORLDMATRIX(i)], &identity, sizeof(identity));
}
TRACE("Render states\n");
@@ -970,7 +970,7 @@
/* Texture Stage States - Put directly into state block, we will call function below */
for (i = 0; i < GL_LIMITS(texture_stages); i++) {
TRACE("Setting up default texture states for texture Stage %d\n", i);
- memcpy(&This->transforms[D3DTS_TEXTURE0 + i], &identity, sizeof(identity));
+ memcpy(&This->transforms[WINED3DTS_TEXTURE0 + i], &identity, sizeof(identity));
This->textureState[i][D3DTSS_COLOROP ] = (i==0)? D3DTOP_MODULATE : D3DTOP_DISABLE;
This->textureState[i][D3DTSS_COLORARG1 ] = D3DTA_TEXTURE;
This->textureState[i][D3DTSS_COLORARG2 ] = D3DTA_CURRENT;
diff --git a/dlls/wined3d/utils.c b/dlls/wined3d/utils.c
index 6f11e13..d712e65 100644
--- a/dlls/wined3d/utils.c
+++ b/dlls/wined3d/utils.c
@@ -542,6 +542,31 @@
}
}
+const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype) {
+ switch (tstype) {
+#define TSTYPE_TO_STR(tstype) case tstype: return #tstype
+ TSTYPE_TO_STR(WINED3DTS_VIEW);
+ TSTYPE_TO_STR(WINED3DTS_PROJECTION);
+ TSTYPE_TO_STR(WINED3DTS_TEXTURE0);
+ TSTYPE_TO_STR(WINED3DTS_TEXTURE1);
+ TSTYPE_TO_STR(WINED3DTS_TEXTURE2);
+ TSTYPE_TO_STR(WINED3DTS_TEXTURE3);
+ TSTYPE_TO_STR(WINED3DTS_TEXTURE4);
+ TSTYPE_TO_STR(WINED3DTS_TEXTURE5);
+ TSTYPE_TO_STR(WINED3DTS_TEXTURE6);
+ TSTYPE_TO_STR(WINED3DTS_TEXTURE7);
+ TSTYPE_TO_STR(WINED3DTS_WORLDMATRIX(0));
+#undef TSTYPE_TO_STR
+ default:
+ if (tstype > 256 && tstype < 512) {
+ FIXME("WINED3DTS_WORLDMATRIX(%u). 1..255 not currently supported\n", tstype);
+ return ("WINED3DTS_WORLDMATRIX > 0");
+ }
+ FIXME("Unrecognized %u WINED3DTS\n", tstype);
+ return "unrecognized";
+ }
+}
+
const char* debug_d3dpool(WINED3DPOOL Pool) {
switch (Pool) {
#define POOL_TO_STR(p) case p: return #p;
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index c910c67..813919a 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -1215,6 +1215,7 @@
const char* debug_d3drenderstate(DWORD state);
const char* debug_d3dsamplerstate(DWORD state);
const char* debug_d3dtexturestate(DWORD state);
+const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype);
const char* debug_d3dpool(WINED3DPOOL pool);
/* Routines for GL <-> D3D values */
diff --git a/include/wine/wined3d_types.h b/include/wine/wined3d_types.h
index d586545..2e65e1b 100644
--- a/include/wine/wined3d_types.h
+++ b/include/wine/wined3d_types.h
@@ -455,6 +455,27 @@
#define WINED3D_HIGHEST_TEXTURE_STATE WINED3DTSS_CONSTANT
+typedef enum _WINED3DTRANSFORMSTATETYPE {
+ WINED3DTS_VIEW = 2,
+ WINED3DTS_PROJECTION = 3,
+ WINED3DTS_TEXTURE0 = 16,
+ WINED3DTS_TEXTURE1 = 17,
+ WINED3DTS_TEXTURE2 = 18,
+ WINED3DTS_TEXTURE3 = 19,
+ WINED3DTS_TEXTURE4 = 20,
+ WINED3DTS_TEXTURE5 = 21,
+ WINED3DTS_TEXTURE6 = 22,
+ WINED3DTS_TEXTURE7 = 23,
+
+ WINED3DTS_FORCE_DWORD = 0x7fffffff
+} WINED3DTRANSFORMSTATETYPE;
+
+#define WINED3DTS_WORLD WINED3DTS_WORLDMATRIX(0)
+#define WINED3DTS_WORLD1 WINED3DTS_WORLDMATRIX(1)
+#define WINED3DTS_WORLD2 WINED3DTS_WORLDMATRIX(2)
+#define WINED3DTS_WORLD3 WINED3DTS_WORLDMATRIX(3)
+#define WINED3DTS_WORLDMATRIX(index) (WINED3DTRANSFORMSTATETYPE)(index + 256)
+
typedef enum _WINED3DBASISTYPE {
WINED3DBASIS_BEZIER = 0,
WINED3DBASIS_BSPLINE = 1,