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wined3d: Add missing render states to the dumping function.
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7cd41b944b
commit
2a35f769e3
@ -169,15 +169,27 @@ const char* debug_d3dprimitivetype(D3DPRIMITIVETYPE PrimitiveType) {
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const char* debug_d3drenderstate(DWORD state) {
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switch (state) {
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#define D3DSTATE_TO_STR(u) case u: return #u
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D3DSTATE_TO_STR(WINED3DRS_TEXTUREHANDLE );
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D3DSTATE_TO_STR(WINED3DRS_ANTIALIAS );
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D3DSTATE_TO_STR(WINED3DRS_TEXTUREADDRESS );
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D3DSTATE_TO_STR(WINED3DRS_TEXTUREPERSPECTIVE );
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D3DSTATE_TO_STR(WINED3DRS_WRAPU );
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D3DSTATE_TO_STR(WINED3DRS_WRAPV );
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D3DSTATE_TO_STR(WINED3DRS_ZENABLE );
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D3DSTATE_TO_STR(WINED3DRS_FILLMODE );
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D3DSTATE_TO_STR(WINED3DRS_SHADEMODE );
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D3DSTATE_TO_STR(WINED3DRS_LINEPATTERN );
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D3DSTATE_TO_STR(WINED3DRS_MONOENABLE );
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D3DSTATE_TO_STR(WINED3DRS_ROP2 );
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D3DSTATE_TO_STR(WINED3DRS_PLANEMASK );
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D3DSTATE_TO_STR(WINED3DRS_ZWRITEENABLE );
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D3DSTATE_TO_STR(WINED3DRS_ALPHATESTENABLE );
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D3DSTATE_TO_STR(WINED3DRS_LASTPIXEL );
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D3DSTATE_TO_STR(WINED3DRS_TEXTUREMAG );
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D3DSTATE_TO_STR(WINED3DRS_TEXTUREMIN );
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D3DSTATE_TO_STR(WINED3DRS_SRCBLEND );
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D3DSTATE_TO_STR(WINED3DRS_DESTBLEND );
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D3DSTATE_TO_STR(WINED3DRS_TEXTUREMAPBLEND );
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D3DSTATE_TO_STR(WINED3DRS_CULLMODE );
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D3DSTATE_TO_STR(WINED3DRS_ZFUNC );
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D3DSTATE_TO_STR(WINED3DRS_ALPHAREF );
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@ -187,14 +199,26 @@ const char* debug_d3drenderstate(DWORD state) {
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D3DSTATE_TO_STR(WINED3DRS_FOGENABLE );
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D3DSTATE_TO_STR(WINED3DRS_SPECULARENABLE );
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D3DSTATE_TO_STR(WINED3DRS_ZVISIBLE );
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D3DSTATE_TO_STR(WINED3DRS_SUBPIXEL );
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D3DSTATE_TO_STR(WINED3DRS_SUBPIXELX );
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D3DSTATE_TO_STR(WINED3DRS_STIPPLEDALPHA );
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D3DSTATE_TO_STR(WINED3DRS_FOGCOLOR );
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D3DSTATE_TO_STR(WINED3DRS_FOGTABLEMODE );
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D3DSTATE_TO_STR(WINED3DRS_FOGSTART );
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D3DSTATE_TO_STR(WINED3DRS_FOGEND );
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D3DSTATE_TO_STR(WINED3DRS_FOGDENSITY );
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D3DSTATE_TO_STR(WINED3DRS_STIPPLEENABLE );
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D3DSTATE_TO_STR(WINED3DRS_EDGEANTIALIAS );
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D3DSTATE_TO_STR(WINED3DRS_COLORKEYENABLE );
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D3DSTATE_TO_STR(WINED3DRS_BORDERCOLOR );
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D3DSTATE_TO_STR(WINED3DRS_TEXTUREADDRESSU );
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D3DSTATE_TO_STR(WINED3DRS_TEXTUREADDRESSV );
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D3DSTATE_TO_STR(WINED3DRS_MIPMAPLODBIAS );
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D3DSTATE_TO_STR(WINED3DRS_ZBIAS );
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D3DSTATE_TO_STR(WINED3DRS_RANGEFOGENABLE );
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D3DSTATE_TO_STR(WINED3DRS_ANISOTROPY );
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D3DSTATE_TO_STR(WINED3DRS_FLUSHBATCH );
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D3DSTATE_TO_STR(WINED3DRS_TRANSLUCENTSORTINDEPENDENT);
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D3DSTATE_TO_STR(WINED3DRS_STENCILENABLE );
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D3DSTATE_TO_STR(WINED3DRS_STENCILFAIL );
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D3DSTATE_TO_STR(WINED3DRS_STENCILZFAIL );
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@ -214,11 +238,13 @@ const char* debug_d3drenderstate(DWORD state) {
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D3DSTATE_TO_STR(WINED3DRS_WRAP7 );
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D3DSTATE_TO_STR(WINED3DRS_CLIPPING );
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D3DSTATE_TO_STR(WINED3DRS_LIGHTING );
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D3DSTATE_TO_STR(WINED3DRS_EXTENTS );
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D3DSTATE_TO_STR(WINED3DRS_AMBIENT );
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D3DSTATE_TO_STR(WINED3DRS_FOGVERTEXMODE );
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D3DSTATE_TO_STR(WINED3DRS_COLORVERTEX );
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D3DSTATE_TO_STR(WINED3DRS_LOCALVIEWER );
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D3DSTATE_TO_STR(WINED3DRS_NORMALIZENORMALS );
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D3DSTATE_TO_STR(WINED3DRS_COLORKEYBLENDENABLE );
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D3DSTATE_TO_STR(WINED3DRS_DIFFUSEMATERIALSOURCE );
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D3DSTATE_TO_STR(WINED3DRS_SPECULARMATERIALSOURCE );
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D3DSTATE_TO_STR(WINED3DRS_AMBIENTMATERIALSOURCE );
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