Move remaining debugging related functions into the files they're used in, and remove utils.c as it's no longer needed.
Signed-off-by: Connor McAdams conmanx360@gmail.com --- dlls/d3d10/Makefile.in | 3 +- dlls/d3d10/d3d10_main.c | 19 ++++++ dlls/d3d10/d3d10_private.h | 6 -- dlls/d3d10/effect.c | 59 +++++++++++++++++ dlls/d3d10/stateblock.c | 38 +++++++++++ dlls/d3d10/utils.c | 130 ------------------------------------- 6 files changed, 117 insertions(+), 138 deletions(-) delete mode 100644 dlls/d3d10/utils.c
diff --git a/dlls/d3d10/Makefile.in b/dlls/d3d10/Makefile.in index e76f3c5f19..dec11188c4 100644 --- a/dlls/d3d10/Makefile.in +++ b/dlls/d3d10/Makefile.in @@ -8,7 +8,6 @@ C_SRCS = \ d3d10_main.c \ effect.c \ shader.c \ - stateblock.c \ - utils.c + stateblock.c
RC_SRCS = version.rc diff --git a/dlls/d3d10/d3d10_main.c b/dlls/d3d10/d3d10_main.c index e3d1c57e44..4481c45bc4 100644 --- a/dlls/d3d10/d3d10_main.c +++ b/dlls/d3d10/d3d10_main.c @@ -24,6 +24,25 @@
WINE_DEFAULT_DEBUG_CHANNEL(d3d10);
+#define WINE_D3D10_TO_STR(x) case x: return #x + +static 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); + WINE_D3D10_TO_STR(D3D10_DRIVER_TYPE_WARP); + default: + FIXME("Unrecognized D3D10_DRIVER_TYPE %#x\n", driver_type); + return "unrecognized"; + } +} + +#undef WINE_D3D10_TO_STR + static HRESULT d3d10_create_device(IDXGIAdapter *adapter, D3D10_DRIVER_TYPE driver_type, HMODULE swrast, UINT flags, UINT sdk_version, ID3D10Device **device) { diff --git a/dlls/d3d10/d3d10_private.h b/dlls/d3d10/d3d10_private.h index 2fe6183e15..e56996eb75 100644 --- a/dlls/d3d10/d3d10_private.h +++ b/dlls/d3d10/d3d10_private.h @@ -40,12 +40,6 @@ */ #define D3DERR_INVALIDCALL 0x8876086c
-/* TRACE helper functions */ -const char *debug_d3d10_driver_type(D3D10_DRIVER_TYPE driver_type) DECLSPEC_HIDDEN; -const char *debug_d3d10_shader_variable_class(D3D10_SHADER_VARIABLE_CLASS c) DECLSPEC_HIDDEN; -const char *debug_d3d10_shader_variable_type(D3D10_SHADER_VARIABLE_TYPE t) DECLSPEC_HIDDEN; -const char *debug_d3d10_device_state_types(D3D10_DEVICE_STATE_TYPES t) DECLSPEC_HIDDEN; - enum d3d10_effect_object_type { D3D10_EOT_RASTERIZER_STATE = 0x0, diff --git a/dlls/d3d10/effect.c b/dlls/d3d10/effect.c index ba5b033b0c..4d472c6aa4 100644 --- a/dlls/d3d10/effect.c +++ b/dlls/d3d10/effect.c @@ -24,6 +24,65 @@
WINE_DEFAULT_DEBUG_CHANNEL(d3d10);
+#define WINE_D3D10_TO_STR(x) case x: return #x + +static 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"; + } +} + +static 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 + #define D3D10_FX10_TYPE_COLUMN_SHIFT 11 #define D3D10_FX10_TYPE_COLUMN_MASK (0x7 << D3D10_FX10_TYPE_COLUMN_SHIFT)
diff --git a/dlls/d3d10/stateblock.c b/dlls/d3d10/stateblock.c index e20a4e31f3..dac62db23f 100644 --- a/dlls/d3d10/stateblock.c +++ b/dlls/d3d10/stateblock.c @@ -21,6 +21,44 @@
WINE_DEFAULT_DEBUG_CHANNEL(d3d10);
+#define WINE_D3D10_TO_STR(x) case x: return #x + +static const char *debug_d3d10_device_state_types(D3D10_DEVICE_STATE_TYPES t) +{ + switch (t) + { + WINE_D3D10_TO_STR(D3D10_DST_SO_BUFFERS); + WINE_D3D10_TO_STR(D3D10_DST_OM_RENDER_TARGETS); + WINE_D3D10_TO_STR(D3D10_DST_DEPTH_STENCIL_STATE); + WINE_D3D10_TO_STR(D3D10_DST_BLEND_STATE); + WINE_D3D10_TO_STR(D3D10_DST_VS); + WINE_D3D10_TO_STR(D3D10_DST_VS_SAMPLERS); + WINE_D3D10_TO_STR(D3D10_DST_VS_SHADER_RESOURCES); + WINE_D3D10_TO_STR(D3D10_DST_VS_CONSTANT_BUFFERS); + WINE_D3D10_TO_STR(D3D10_DST_GS); + WINE_D3D10_TO_STR(D3D10_DST_GS_SAMPLERS); + WINE_D3D10_TO_STR(D3D10_DST_GS_SHADER_RESOURCES); + WINE_D3D10_TO_STR(D3D10_DST_GS_CONSTANT_BUFFERS); + WINE_D3D10_TO_STR(D3D10_DST_PS); + WINE_D3D10_TO_STR(D3D10_DST_PS_SAMPLERS); + WINE_D3D10_TO_STR(D3D10_DST_PS_SHADER_RESOURCES); + WINE_D3D10_TO_STR(D3D10_DST_PS_CONSTANT_BUFFERS); + WINE_D3D10_TO_STR(D3D10_DST_IA_VERTEX_BUFFERS); + WINE_D3D10_TO_STR(D3D10_DST_IA_INDEX_BUFFER); + WINE_D3D10_TO_STR(D3D10_DST_IA_INPUT_LAYOUT); + WINE_D3D10_TO_STR(D3D10_DST_IA_PRIMITIVE_TOPOLOGY); + WINE_D3D10_TO_STR(D3D10_DST_RS_VIEWPORTS); + WINE_D3D10_TO_STR(D3D10_DST_RS_SCISSOR_RECTS); + WINE_D3D10_TO_STR(D3D10_DST_RS_RASTERIZER_STATE); + WINE_D3D10_TO_STR(D3D10_DST_PREDICATION); + default: + FIXME("Unrecognized D3D10_DEVICE_STATE_TYPES %#x.\n", t); + return "unrecognized"; + } +} + +#undef WINE_D3D10_TO_STR + struct d3d10_stateblock { ID3D10StateBlock ID3D10StateBlock_iface; diff --git a/dlls/d3d10/utils.c b/dlls/d3d10/utils.c deleted file mode 100644 index 9c76e1f375..0000000000 --- a/dlls/d3d10/utils.c +++ /dev/null @@ -1,130 +0,0 @@ -/* - * 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 "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); - WINE_D3D10_TO_STR(D3D10_DRIVER_TYPE_WARP); - 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"; - } -} - -const char *debug_d3d10_device_state_types(D3D10_DEVICE_STATE_TYPES t) -{ - switch (t) - { - WINE_D3D10_TO_STR(D3D10_DST_SO_BUFFERS); - WINE_D3D10_TO_STR(D3D10_DST_OM_RENDER_TARGETS); - WINE_D3D10_TO_STR(D3D10_DST_DEPTH_STENCIL_STATE); - WINE_D3D10_TO_STR(D3D10_DST_BLEND_STATE); - WINE_D3D10_TO_STR(D3D10_DST_VS); - WINE_D3D10_TO_STR(D3D10_DST_VS_SAMPLERS); - WINE_D3D10_TO_STR(D3D10_DST_VS_SHADER_RESOURCES); - WINE_D3D10_TO_STR(D3D10_DST_VS_CONSTANT_BUFFERS); - WINE_D3D10_TO_STR(D3D10_DST_GS); - WINE_D3D10_TO_STR(D3D10_DST_GS_SAMPLERS); - WINE_D3D10_TO_STR(D3D10_DST_GS_SHADER_RESOURCES); - WINE_D3D10_TO_STR(D3D10_DST_GS_CONSTANT_BUFFERS); - WINE_D3D10_TO_STR(D3D10_DST_PS); - WINE_D3D10_TO_STR(D3D10_DST_PS_SAMPLERS); - WINE_D3D10_TO_STR(D3D10_DST_PS_SHADER_RESOURCES); - WINE_D3D10_TO_STR(D3D10_DST_PS_CONSTANT_BUFFERS); - WINE_D3D10_TO_STR(D3D10_DST_IA_VERTEX_BUFFERS); - WINE_D3D10_TO_STR(D3D10_DST_IA_INDEX_BUFFER); - WINE_D3D10_TO_STR(D3D10_DST_IA_INPUT_LAYOUT); - WINE_D3D10_TO_STR(D3D10_DST_IA_PRIMITIVE_TOPOLOGY); - WINE_D3D10_TO_STR(D3D10_DST_RS_VIEWPORTS); - WINE_D3D10_TO_STR(D3D10_DST_RS_SCISSOR_RECTS); - WINE_D3D10_TO_STR(D3D10_DST_RS_RASTERIZER_STATE); - WINE_D3D10_TO_STR(D3D10_DST_PREDICATION); - default: - FIXME("Unrecognized D3D10_DEVICE_STATE_TYPES %#x.\n", t); - return "unrecognized"; - } -} - -#undef WINE_D3D10_TO_STR