wine/dlls/d3d10/utils.c

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/*
* 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);
}