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d3d10: Use the shader variable class/type debug functions in parse_fx10_type().
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@ -344,8 +344,8 @@ static HRESULT parse_fx10_type(struct d3d10_effect_type *t, const char *ptr, con
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TRACE("Type description: %#x.\n", tmp);
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TRACE("\tcolumns: %u.\n", t->column_count);
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TRACE("\trows: %u.\n", t->row_count);
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TRACE("\tbasetype: %#x.\n", t->basetype);
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TRACE("\tclass: %#x.\n", t->type_class);
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TRACE("\tbasetype: %s.\n", debug_d3d10_shader_variable_type(t->basetype));
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TRACE("\tclass: %s.\n", debug_d3d10_shader_variable_class(t->type_class));
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TRACE("\tunknown bits: %#x.\n", tmp & ~(D3D10_FX10_TYPE_COLUMN_MASK | D3D10_FX10_TYPE_ROW_MASK
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| D3D10_FX10_TYPE_BASETYPE_MASK | D3D10_FX10_TYPE_CLASS_MASK));
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}
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