📄 utils.c
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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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