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📄 utils.c

📁 这是一个开放源代码的与WINNT/WIN2K/WIN2003兼容的操作系统
💻 C
📖 第 1 页 / 共 5 页
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    FIXME("Unrecognized %u WINED3DRESOURCETYPE!\n", res);
    return "unrecognized";
  }
}

const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType) {
  switch (PrimitiveType) {
#define PRIM_TO_STR(prim) case prim: return #prim;
    PRIM_TO_STR(WINED3DPT_POINTLIST);
    PRIM_TO_STR(WINED3DPT_LINELIST);
    PRIM_TO_STR(WINED3DPT_LINESTRIP);
    PRIM_TO_STR(WINED3DPT_TRIANGLELIST);
    PRIM_TO_STR(WINED3DPT_TRIANGLESTRIP);
    PRIM_TO_STR(WINED3DPT_TRIANGLEFAN);
#undef  PRIM_TO_STR
  default:
    FIXME("Unrecognized %u WINED3DPRIMITIVETYPE!\n", PrimitiveType);
    return "unrecognized";
  }
}

const char* debug_d3drenderstate(DWORD state) {
  switch (state) {
#define D3DSTATE_TO_STR(u) case u: return #u
    D3DSTATE_TO_STR(WINED3DRS_TEXTUREHANDLE             );
    D3DSTATE_TO_STR(WINED3DRS_ANTIALIAS                 );
    D3DSTATE_TO_STR(WINED3DRS_TEXTUREADDRESS            );
    D3DSTATE_TO_STR(WINED3DRS_TEXTUREPERSPECTIVE        );
    D3DSTATE_TO_STR(WINED3DRS_WRAPU                     );
    D3DSTATE_TO_STR(WINED3DRS_WRAPV                     );
    D3DSTATE_TO_STR(WINED3DRS_ZENABLE                   );
    D3DSTATE_TO_STR(WINED3DRS_FILLMODE                  );
    D3DSTATE_TO_STR(WINED3DRS_SHADEMODE                 );
    D3DSTATE_TO_STR(WINED3DRS_LINEPATTERN               );
    D3DSTATE_TO_STR(WINED3DRS_MONOENABLE                );
    D3DSTATE_TO_STR(WINED3DRS_ROP2                      );
    D3DSTATE_TO_STR(WINED3DRS_PLANEMASK                 );
    D3DSTATE_TO_STR(WINED3DRS_ZWRITEENABLE              );
    D3DSTATE_TO_STR(WINED3DRS_ALPHATESTENABLE           );
    D3DSTATE_TO_STR(WINED3DRS_LASTPIXEL                 );
    D3DSTATE_TO_STR(WINED3DRS_TEXTUREMAG                );
    D3DSTATE_TO_STR(WINED3DRS_TEXTUREMIN                );
    D3DSTATE_TO_STR(WINED3DRS_SRCBLEND                  );
    D3DSTATE_TO_STR(WINED3DRS_DESTBLEND                 );
    D3DSTATE_TO_STR(WINED3DRS_TEXTUREMAPBLEND           );
    D3DSTATE_TO_STR(WINED3DRS_CULLMODE                  );
    D3DSTATE_TO_STR(WINED3DRS_ZFUNC                     );
    D3DSTATE_TO_STR(WINED3DRS_ALPHAREF                  );
    D3DSTATE_TO_STR(WINED3DRS_ALPHAFUNC                 );
    D3DSTATE_TO_STR(WINED3DRS_DITHERENABLE              );
    D3DSTATE_TO_STR(WINED3DRS_ALPHABLENDENABLE          );
    D3DSTATE_TO_STR(WINED3DRS_FOGENABLE                 );
    D3DSTATE_TO_STR(WINED3DRS_SPECULARENABLE            );
    D3DSTATE_TO_STR(WINED3DRS_ZVISIBLE                  );
    D3DSTATE_TO_STR(WINED3DRS_SUBPIXEL                  );
    D3DSTATE_TO_STR(WINED3DRS_SUBPIXELX                 );
    D3DSTATE_TO_STR(WINED3DRS_STIPPLEDALPHA             );
    D3DSTATE_TO_STR(WINED3DRS_FOGCOLOR                  );
    D3DSTATE_TO_STR(WINED3DRS_FOGTABLEMODE              );
    D3DSTATE_TO_STR(WINED3DRS_FOGSTART                  );
    D3DSTATE_TO_STR(WINED3DRS_FOGEND                    );
    D3DSTATE_TO_STR(WINED3DRS_FOGDENSITY                );
    D3DSTATE_TO_STR(WINED3DRS_STIPPLEENABLE             );
    D3DSTATE_TO_STR(WINED3DRS_EDGEANTIALIAS             );
    D3DSTATE_TO_STR(WINED3DRS_COLORKEYENABLE            );
    D3DSTATE_TO_STR(WINED3DRS_BORDERCOLOR               );
    D3DSTATE_TO_STR(WINED3DRS_TEXTUREADDRESSU           );
    D3DSTATE_TO_STR(WINED3DRS_TEXTUREADDRESSV           );
    D3DSTATE_TO_STR(WINED3DRS_MIPMAPLODBIAS             );
    D3DSTATE_TO_STR(WINED3DRS_ZBIAS                     );
    D3DSTATE_TO_STR(WINED3DRS_RANGEFOGENABLE            );
    D3DSTATE_TO_STR(WINED3DRS_ANISOTROPY                );
    D3DSTATE_TO_STR(WINED3DRS_FLUSHBATCH                );
    D3DSTATE_TO_STR(WINED3DRS_TRANSLUCENTSORTINDEPENDENT);
    D3DSTATE_TO_STR(WINED3DRS_STENCILENABLE             );
    D3DSTATE_TO_STR(WINED3DRS_STENCILFAIL               );
    D3DSTATE_TO_STR(WINED3DRS_STENCILZFAIL              );
    D3DSTATE_TO_STR(WINED3DRS_STENCILPASS               );
    D3DSTATE_TO_STR(WINED3DRS_STENCILFUNC               );
    D3DSTATE_TO_STR(WINED3DRS_STENCILREF                );
    D3DSTATE_TO_STR(WINED3DRS_STENCILMASK               );
    D3DSTATE_TO_STR(WINED3DRS_STENCILWRITEMASK          );
    D3DSTATE_TO_STR(WINED3DRS_TEXTUREFACTOR             );
    D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN00          );
    D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN01          );
    D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN02          );
    D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN03          );
    D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN04          );
    D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN05          );
    D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN06          );
    D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN07          );
    D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN08          );
    D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN09          );
    D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN10          );
    D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN11          );
    D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN12          );
    D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN13          );
    D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN14          );
    D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN15          );
    D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN16          );
    D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN17          );
    D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN18          );
    D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN19          );
    D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN20          );
    D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN21          );
    D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN22          );
    D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN23          );
    D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN24          );
    D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN25          );
    D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN26          );
    D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN27          );
    D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN28          );
    D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN29          );
    D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN30          );
    D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN31          );
    D3DSTATE_TO_STR(WINED3DRS_WRAP0                     );
    D3DSTATE_TO_STR(WINED3DRS_WRAP1                     );
    D3DSTATE_TO_STR(WINED3DRS_WRAP2                     );
    D3DSTATE_TO_STR(WINED3DRS_WRAP3                     );
    D3DSTATE_TO_STR(WINED3DRS_WRAP4                     );
    D3DSTATE_TO_STR(WINED3DRS_WRAP5                     );
    D3DSTATE_TO_STR(WINED3DRS_WRAP6                     );
    D3DSTATE_TO_STR(WINED3DRS_WRAP7                     );
    D3DSTATE_TO_STR(WINED3DRS_CLIPPING                  );
    D3DSTATE_TO_STR(WINED3DRS_LIGHTING                  );
    D3DSTATE_TO_STR(WINED3DRS_EXTENTS                   );
    D3DSTATE_TO_STR(WINED3DRS_AMBIENT                   );
    D3DSTATE_TO_STR(WINED3DRS_FOGVERTEXMODE             );
    D3DSTATE_TO_STR(WINED3DRS_COLORVERTEX               );
    D3DSTATE_TO_STR(WINED3DRS_LOCALVIEWER               );
    D3DSTATE_TO_STR(WINED3DRS_NORMALIZENORMALS          );
    D3DSTATE_TO_STR(WINED3DRS_COLORKEYBLENDENABLE       );
    D3DSTATE_TO_STR(WINED3DRS_DIFFUSEMATERIALSOURCE     );
    D3DSTATE_TO_STR(WINED3DRS_SPECULARMATERIALSOURCE    );
    D3DSTATE_TO_STR(WINED3DRS_AMBIENTMATERIALSOURCE     );
    D3DSTATE_TO_STR(WINED3DRS_EMISSIVEMATERIALSOURCE    );
    D3DSTATE_TO_STR(WINED3DRS_VERTEXBLEND               );
    D3DSTATE_TO_STR(WINED3DRS_CLIPPLANEENABLE           );
    D3DSTATE_TO_STR(WINED3DRS_SOFTWAREVERTEXPROCESSING  );
    D3DSTATE_TO_STR(WINED3DRS_POINTSIZE                 );
    D3DSTATE_TO_STR(WINED3DRS_POINTSIZE_MIN             );
    D3DSTATE_TO_STR(WINED3DRS_POINTSPRITEENABLE         );
    D3DSTATE_TO_STR(WINED3DRS_POINTSCALEENABLE          );
    D3DSTATE_TO_STR(WINED3DRS_POINTSCALE_A              );
    D3DSTATE_TO_STR(WINED3DRS_POINTSCALE_B              );
    D3DSTATE_TO_STR(WINED3DRS_POINTSCALE_C              );
    D3DSTATE_TO_STR(WINED3DRS_MULTISAMPLEANTIALIAS      );
    D3DSTATE_TO_STR(WINED3DRS_MULTISAMPLEMASK           );
    D3DSTATE_TO_STR(WINED3DRS_PATCHEDGESTYLE            );
    D3DSTATE_TO_STR(WINED3DRS_PATCHSEGMENTS             );
    D3DSTATE_TO_STR(WINED3DRS_DEBUGMONITORTOKEN         );
    D3DSTATE_TO_STR(WINED3DRS_POINTSIZE_MAX             );
    D3DSTATE_TO_STR(WINED3DRS_INDEXEDVERTEXBLENDENABLE  );
    D3DSTATE_TO_STR(WINED3DRS_COLORWRITEENABLE          );
    D3DSTATE_TO_STR(WINED3DRS_TWEENFACTOR               );
    D3DSTATE_TO_STR(WINED3DRS_BLENDOP                   );
    D3DSTATE_TO_STR(WINED3DRS_POSITIONDEGREE            );
    D3DSTATE_TO_STR(WINED3DRS_NORMALDEGREE              );
    D3DSTATE_TO_STR(WINED3DRS_SCISSORTESTENABLE         );
    D3DSTATE_TO_STR(WINED3DRS_SLOPESCALEDEPTHBIAS       );
    D3DSTATE_TO_STR(WINED3DRS_ANTIALIASEDLINEENABLE     );
    D3DSTATE_TO_STR(WINED3DRS_MINTESSELLATIONLEVEL      );
    D3DSTATE_TO_STR(WINED3DRS_MAXTESSELLATIONLEVEL      );
    D3DSTATE_TO_STR(WINED3DRS_ADAPTIVETESS_X            );
    D3DSTATE_TO_STR(WINED3DRS_ADAPTIVETESS_Y            );
    D3DSTATE_TO_STR(WINED3DRS_ADAPTIVETESS_Z            );
    D3DSTATE_TO_STR(WINED3DRS_ADAPTIVETESS_W            );
    D3DSTATE_TO_STR(WINED3DRS_ENABLEADAPTIVETESSELLATION);
    D3DSTATE_TO_STR(WINED3DRS_TWOSIDEDSTENCILMODE       );
    D3DSTATE_TO_STR(WINED3DRS_CCW_STENCILFAIL           );
    D3DSTATE_TO_STR(WINED3DRS_CCW_STENCILZFAIL          );
    D3DSTATE_TO_STR(WINED3DRS_CCW_STENCILPASS           );
    D3DSTATE_TO_STR(WINED3DRS_CCW_STENCILFUNC           );
    D3DSTATE_TO_STR(WINED3DRS_COLORWRITEENABLE1         );
    D3DSTATE_TO_STR(WINED3DRS_COLORWRITEENABLE2         );
    D3DSTATE_TO_STR(WINED3DRS_COLORWRITEENABLE3         );
    D3DSTATE_TO_STR(WINED3DRS_BLENDFACTOR               );
    D3DSTATE_TO_STR(WINED3DRS_SRGBWRITEENABLE           );
    D3DSTATE_TO_STR(WINED3DRS_DEPTHBIAS                 );
    D3DSTATE_TO_STR(WINED3DRS_WRAP8                     );
    D3DSTATE_TO_STR(WINED3DRS_WRAP9                     );
    D3DSTATE_TO_STR(WINED3DRS_WRAP10                    );
    D3DSTATE_TO_STR(WINED3DRS_WRAP11                    );
    D3DSTATE_TO_STR(WINED3DRS_WRAP12                    );
    D3DSTATE_TO_STR(WINED3DRS_WRAP13                    );
    D3DSTATE_TO_STR(WINED3DRS_WRAP14                    );
    D3DSTATE_TO_STR(WINED3DRS_WRAP15                    );
    D3DSTATE_TO_STR(WINED3DRS_SEPARATEALPHABLENDENABLE  );
    D3DSTATE_TO_STR(WINED3DRS_SRCBLENDALPHA             );
    D3DSTATE_TO_STR(WINED3DRS_DESTBLENDALPHA            );
    D3DSTATE_TO_STR(WINED3DRS_BLENDOPALPHA              );
#undef D3DSTATE_TO_STR
  default:
    FIXME("Unrecognized %u render state!\n", state);
    return "unrecognized";
  }
}

const char* debug_d3dsamplerstate(DWORD state) {
  switch (state) {
#define D3DSTATE_TO_STR(u) case u: return #u
    D3DSTATE_TO_STR(WINED3DSAMP_BORDERCOLOR  );
    D3DSTATE_TO_STR(WINED3DSAMP_ADDRESSU     );
    D3DSTATE_TO_STR(WINED3DSAMP_ADDRESSV     );
    D3DSTATE_TO_STR(WINED3DSAMP_ADDRESSW     );
    D3DSTATE_TO_STR(WINED3DSAMP_MAGFILTER    );
    D3DSTATE_TO_STR(WINED3DSAMP_MINFILTER    );
    D3DSTATE_TO_STR(WINED3DSAMP_MIPFILTER    );
    D3DSTATE_TO_STR(WINED3DSAMP_MIPMAPLODBIAS);
    D3DSTATE_TO_STR(WINED3DSAMP_MAXMIPLEVEL  );
    D3DSTATE_TO_STR(WINED3DSAMP_MAXANISOTROPY);
    D3DSTATE_TO_STR(WINED3DSAMP_SRGBTEXTURE  );
    D3DSTATE_TO_STR(WINED3DSAMP_ELEMENTINDEX );
    D3DSTATE_TO_STR(WINED3DSAMP_DMAPOFFSET   );
#undef D3DSTATE_TO_STR
  default:
    FIXME("Unrecognized %u sampler state!\n", state);
    return "unrecognized";
  }
}

const char *debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type) {
    switch (filter_type) {
#define D3DTEXTUREFILTERTYPE_TO_STR(u) case u: return #u
        D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_NONE);
        D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_POINT);
        D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_LINEAR);
        D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_ANISOTROPIC);
        D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_FLATCUBIC);
        D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_GAUSSIANCUBIC);
        D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_PYRAMIDALQUAD);
        D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_GAUSSIANQUAD);
#undef D3DTEXTUREFILTERTYPE_TO_STR
        default:
            FIXME("Unrecognied texture filter type 0x%08x\n", filter_type);
            return "unrecognized";

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