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Wine Cross Reference
wine/dlls/d3d10/utils.c

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  1 /*
  2  * Copyright 2008-2009 Henri Verbeet for CodeWeavers
  3  *
  4  * This library is free software; you can redistribute it and/or
  5  * modify it under the terms of the GNU Lesser General Public
  6  * License as published by the Free Software Foundation; either
  7  * version 2.1 of the License, or (at your option) any later version.
  8  *
  9  * This library is distributed in the hope that it will be useful,
 10  * but WITHOUT ANY WARRANTY; without even the implied warranty of
 11  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
 12  * Lesser General Public License for more details.
 13  *
 14  * You should have received a copy of the GNU Lesser General Public
 15  * License along with this library; if not, write to the Free Software
 16  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
 17  *
 18  */
 19 
 20 #include "config.h"
 21 #include "wine/port.h"
 22 
 23 #include "d3d10_private.h"
 24 
 25 WINE_DEFAULT_DEBUG_CHANNEL(d3d10);
 26 
 27 #define WINE_D3D10_TO_STR(x) case x: return #x
 28 
 29 const char *debug_d3d10_driver_type(D3D10_DRIVER_TYPE driver_type)
 30 {
 31     switch(driver_type)
 32     {
 33         WINE_D3D10_TO_STR(D3D10_DRIVER_TYPE_HARDWARE);
 34         WINE_D3D10_TO_STR(D3D10_DRIVER_TYPE_REFERENCE);
 35         WINE_D3D10_TO_STR(D3D10_DRIVER_TYPE_NULL);
 36         WINE_D3D10_TO_STR(D3D10_DRIVER_TYPE_SOFTWARE);
 37         default:
 38             FIXME("Unrecognized D3D10_DRIVER_TYPE %#x\n", driver_type);
 39             return "unrecognized";
 40     }
 41 }
 42 
 43 const char *debug_d3d10_shader_variable_class(D3D10_SHADER_VARIABLE_CLASS c)
 44 {
 45     switch (c)
 46     {
 47         WINE_D3D10_TO_STR(D3D10_SVC_SCALAR);
 48         WINE_D3D10_TO_STR(D3D10_SVC_VECTOR);
 49         WINE_D3D10_TO_STR(D3D10_SVC_MATRIX_ROWS);
 50         WINE_D3D10_TO_STR(D3D10_SVC_MATRIX_COLUMNS);
 51         WINE_D3D10_TO_STR(D3D10_SVC_OBJECT);
 52         WINE_D3D10_TO_STR(D3D10_SVC_STRUCT);
 53         default:
 54             FIXME("Unrecognized D3D10_SHADER_VARIABLE_CLASS %#x.\n", c);
 55             return "unrecognized";
 56     }
 57 }
 58 
 59 const char *debug_d3d10_shader_variable_type(D3D10_SHADER_VARIABLE_TYPE t)
 60 {
 61     switch (t)
 62     {
 63         WINE_D3D10_TO_STR(D3D10_SVT_VOID);
 64         WINE_D3D10_TO_STR(D3D10_SVT_BOOL);
 65         WINE_D3D10_TO_STR(D3D10_SVT_INT);
 66         WINE_D3D10_TO_STR(D3D10_SVT_FLOAT);
 67         WINE_D3D10_TO_STR(D3D10_SVT_STRING);
 68         WINE_D3D10_TO_STR(D3D10_SVT_TEXTURE);
 69         WINE_D3D10_TO_STR(D3D10_SVT_TEXTURE1D);
 70         WINE_D3D10_TO_STR(D3D10_SVT_TEXTURE2D);
 71         WINE_D3D10_TO_STR(D3D10_SVT_TEXTURE3D);
 72         WINE_D3D10_TO_STR(D3D10_SVT_TEXTURECUBE);
 73         WINE_D3D10_TO_STR(D3D10_SVT_SAMPLER);
 74         WINE_D3D10_TO_STR(D3D10_SVT_PIXELSHADER);
 75         WINE_D3D10_TO_STR(D3D10_SVT_VERTEXSHADER);
 76         WINE_D3D10_TO_STR(D3D10_SVT_UINT);
 77         WINE_D3D10_TO_STR(D3D10_SVT_UINT8);
 78         WINE_D3D10_TO_STR(D3D10_SVT_GEOMETRYSHADER);
 79         WINE_D3D10_TO_STR(D3D10_SVT_RASTERIZER);
 80         WINE_D3D10_TO_STR(D3D10_SVT_DEPTHSTENCIL);
 81         WINE_D3D10_TO_STR(D3D10_SVT_BLEND);
 82         WINE_D3D10_TO_STR(D3D10_SVT_BUFFER);
 83         WINE_D3D10_TO_STR(D3D10_SVT_CBUFFER);
 84         WINE_D3D10_TO_STR(D3D10_SVT_TBUFFER);
 85         WINE_D3D10_TO_STR(D3D10_SVT_TEXTURE1DARRAY);
 86         WINE_D3D10_TO_STR(D3D10_SVT_TEXTURE2DARRAY);
 87         WINE_D3D10_TO_STR(D3D10_SVT_RENDERTARGETVIEW);
 88         WINE_D3D10_TO_STR(D3D10_SVT_DEPTHSTENCILVIEW);
 89         WINE_D3D10_TO_STR(D3D10_SVT_TEXTURE2DMS);
 90         WINE_D3D10_TO_STR(D3D10_SVT_TEXTURE2DMSARRAY);
 91         WINE_D3D10_TO_STR(D3D10_SVT_TEXTURECUBEARRAY);
 92         default:
 93             FIXME("Unrecognized D3D10_SHADER_VARIABLE_TYPE %#x.\n", t);
 94             return "unrecognized";
 95     }
 96 }
 97 
 98 #undef WINE_D3D10_TO_STR
 99 
100 void *d3d10_rb_alloc(size_t size)
101 {
102     return HeapAlloc(GetProcessHeap(), 0, size);
103 }
104 
105 void *d3d10_rb_realloc(void *ptr, size_t size)
106 {
107     return HeapReAlloc(GetProcessHeap(), 0, ptr, size);
108 }
109 
110 void d3d10_rb_free(void *ptr)
111 {
112     HeapFree(GetProcessHeap(), 0, ptr);
113 }
114 

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