2 * Copyright 2008-2009 Henri Verbeet for CodeWeavers
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.
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.
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
21 #include "wine/port.h"
23 #include "d3d10_private.h"
25 WINE_DEFAULT_DEBUG_CHANNEL(d3d10);
27 #define WINE_D3D10_TO_STR(x) case x: return #x
29 const char *debug_d3d10_driver_type(D3D10_DRIVER_TYPE driver_type)
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);
38 FIXME("Unrecognized D3D10_DRIVER_TYPE %#x\n", driver_type);
39 return "unrecognized";
43 const char *debug_d3d10_shader_variable_class(D3D10_SHADER_VARIABLE_CLASS c)
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);
54 FIXME("Unrecognized D3D10_SHADER_VARIABLE_CLASS %#x.\n", c);
55 return "unrecognized";
59 const char *debug_d3d10_shader_variable_type(D3D10_SHADER_VARIABLE_TYPE t)
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);
93 FIXME("Unrecognized D3D10_SHADER_VARIABLE_TYPE %#x.\n", t);
94 return "unrecognized";
98 const char *debug_d3d10_device_state_types(D3D10_DEVICE_STATE_TYPES t)
102 WINE_D3D10_TO_STR(D3D10_DST_SO_BUFFERS);
103 WINE_D3D10_TO_STR(D3D10_DST_OM_RENDER_TARGETS);
104 WINE_D3D10_TO_STR(D3D10_DST_DEPTH_STENCIL_STATE);
105 WINE_D3D10_TO_STR(D3D10_DST_BLEND_STATE);
106 WINE_D3D10_TO_STR(D3D10_DST_VS);
107 WINE_D3D10_TO_STR(D3D10_DST_VS_SAMPLERS);
108 WINE_D3D10_TO_STR(D3D10_DST_VS_SHADER_RESOURCES);
109 WINE_D3D10_TO_STR(D3D10_DST_VS_CONSTANT_BUFFERS);
110 WINE_D3D10_TO_STR(D3D10_DST_GS);
111 WINE_D3D10_TO_STR(D3D10_DST_GS_SAMPLERS);
112 WINE_D3D10_TO_STR(D3D10_DST_GS_SHADER_RESOURCES);
113 WINE_D3D10_TO_STR(D3D10_DST_GS_CONSTANT_BUFFERS);
114 WINE_D3D10_TO_STR(D3D10_DST_PS);
115 WINE_D3D10_TO_STR(D3D10_DST_PS_SAMPLERS);
116 WINE_D3D10_TO_STR(D3D10_DST_PS_SHADER_RESOURCES);
117 WINE_D3D10_TO_STR(D3D10_DST_PS_CONSTANT_BUFFERS);
118 WINE_D3D10_TO_STR(D3D10_DST_IA_VERTEX_BUFFERS);
119 WINE_D3D10_TO_STR(D3D10_DST_IA_INDEX_BUFFER);
120 WINE_D3D10_TO_STR(D3D10_DST_IA_INPUT_LAYOUT);
121 WINE_D3D10_TO_STR(D3D10_DST_IA_PRIMITIVE_TOPOLOGY);
122 WINE_D3D10_TO_STR(D3D10_DST_RS_VIEWPORTS);
123 WINE_D3D10_TO_STR(D3D10_DST_RS_SCISSOR_RECTS);
124 WINE_D3D10_TO_STR(D3D10_DST_RS_RASTERIZER_STATE);
125 WINE_D3D10_TO_STR(D3D10_DST_PREDICATION);
127 FIXME("Unrecognized D3D10_DEVICE_STATE_TYPES %#x.\n", t);
128 return "unrecognized";
132 #undef WINE_D3D10_TO_STR
134 void *d3d10_rb_alloc(size_t size)
136 return HeapAlloc(GetProcessHeap(), 0, size);
139 void *d3d10_rb_realloc(void *ptr, size_t size)
141 return HeapReAlloc(GetProcessHeap(), 0, ptr, size);
144 void d3d10_rb_free(void *ptr)
146 HeapFree(GetProcessHeap(), 0, ptr);
149 void skip_dword_unknown(const char *location, const char **ptr, unsigned int count)
154 FIXME("Skipping %u unknown DWORDs (%s):\n", count, location);
155 for (i = 0; i < count; ++i)
158 FIXME("\t0x%08x\n", d);
162 void write_dword_unknown(char **ptr, DWORD d)
164 FIXME("Writing unknown DWORD 0x%08x\n", d);
168 HRESULT parse_dxbc(const char *data, SIZE_T data_size,
169 HRESULT (*chunk_handler)(const char *data, DWORD data_size, DWORD tag, void *ctx), void *ctx)
171 const char *ptr = data;
180 WARN("No data supplied.\n");
184 read_dword(&ptr, &tag);
185 TRACE("tag: %s.\n", debugstr_an((const char *)&tag, 4));
189 WARN("Wrong tag.\n");
194 skip_dword_unknown("DXBC header", &ptr, 4);
196 skip_dword_unknown("DXBC header", &ptr, 1);
198 read_dword(&ptr, &total_size);
199 TRACE("total size: %#x\n", total_size);
201 if (data_size != total_size)
203 WARN("Wrong size supplied.\n");
207 read_dword(&ptr, &chunk_count);
208 TRACE("chunk count: %#x\n", chunk_count);
210 for (i = 0; i < chunk_count; ++i)
212 DWORD chunk_tag, chunk_size;
213 const char *chunk_ptr;
216 read_dword(&ptr, &chunk_offset);
217 TRACE("chunk %u at offset %#x\n", i, chunk_offset);
219 chunk_ptr = data + chunk_offset;
221 read_dword(&chunk_ptr, &chunk_tag);
222 read_dword(&chunk_ptr, &chunk_size);
224 hr = chunk_handler(chunk_ptr, chunk_size, chunk_tag, ctx);
225 if (FAILED(hr)) break;