Commit 2a35f769 authored by Stefan Dösinger's avatar Stefan Dösinger Committed by Alexandre Julliard

wined3d: Add missing render states to the dumping function.

parent 7cd41b94
...@@ -169,15 +169,27 @@ const char* debug_d3dprimitivetype(D3DPRIMITIVETYPE PrimitiveType) { ...@@ -169,15 +169,27 @@ const char* debug_d3dprimitivetype(D3DPRIMITIVETYPE PrimitiveType) {
const char* debug_d3drenderstate(DWORD state) { const char* debug_d3drenderstate(DWORD state) {
switch (state) { switch (state) {
#define D3DSTATE_TO_STR(u) case u: return #u #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_ZENABLE );
D3DSTATE_TO_STR(WINED3DRS_FILLMODE ); D3DSTATE_TO_STR(WINED3DRS_FILLMODE );
D3DSTATE_TO_STR(WINED3DRS_SHADEMODE ); D3DSTATE_TO_STR(WINED3DRS_SHADEMODE );
D3DSTATE_TO_STR(WINED3DRS_LINEPATTERN ); 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_ZWRITEENABLE );
D3DSTATE_TO_STR(WINED3DRS_ALPHATESTENABLE ); D3DSTATE_TO_STR(WINED3DRS_ALPHATESTENABLE );
D3DSTATE_TO_STR(WINED3DRS_LASTPIXEL ); D3DSTATE_TO_STR(WINED3DRS_LASTPIXEL );
D3DSTATE_TO_STR(WINED3DRS_TEXTUREMAG );
D3DSTATE_TO_STR(WINED3DRS_TEXTUREMIN );
D3DSTATE_TO_STR(WINED3DRS_SRCBLEND ); D3DSTATE_TO_STR(WINED3DRS_SRCBLEND );
D3DSTATE_TO_STR(WINED3DRS_DESTBLEND ); D3DSTATE_TO_STR(WINED3DRS_DESTBLEND );
D3DSTATE_TO_STR(WINED3DRS_TEXTUREMAPBLEND );
D3DSTATE_TO_STR(WINED3DRS_CULLMODE ); D3DSTATE_TO_STR(WINED3DRS_CULLMODE );
D3DSTATE_TO_STR(WINED3DRS_ZFUNC ); D3DSTATE_TO_STR(WINED3DRS_ZFUNC );
D3DSTATE_TO_STR(WINED3DRS_ALPHAREF ); D3DSTATE_TO_STR(WINED3DRS_ALPHAREF );
...@@ -187,14 +199,26 @@ const char* debug_d3drenderstate(DWORD state) { ...@@ -187,14 +199,26 @@ const char* debug_d3drenderstate(DWORD state) {
D3DSTATE_TO_STR(WINED3DRS_FOGENABLE ); D3DSTATE_TO_STR(WINED3DRS_FOGENABLE );
D3DSTATE_TO_STR(WINED3DRS_SPECULARENABLE ); D3DSTATE_TO_STR(WINED3DRS_SPECULARENABLE );
D3DSTATE_TO_STR(WINED3DRS_ZVISIBLE ); 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_FOGCOLOR );
D3DSTATE_TO_STR(WINED3DRS_FOGTABLEMODE ); D3DSTATE_TO_STR(WINED3DRS_FOGTABLEMODE );
D3DSTATE_TO_STR(WINED3DRS_FOGSTART ); D3DSTATE_TO_STR(WINED3DRS_FOGSTART );
D3DSTATE_TO_STR(WINED3DRS_FOGEND ); D3DSTATE_TO_STR(WINED3DRS_FOGEND );
D3DSTATE_TO_STR(WINED3DRS_FOGDENSITY ); D3DSTATE_TO_STR(WINED3DRS_FOGDENSITY );
D3DSTATE_TO_STR(WINED3DRS_STIPPLEENABLE );
D3DSTATE_TO_STR(WINED3DRS_EDGEANTIALIAS ); 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_ZBIAS );
D3DSTATE_TO_STR(WINED3DRS_RANGEFOGENABLE ); 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_STENCILENABLE );
D3DSTATE_TO_STR(WINED3DRS_STENCILFAIL ); D3DSTATE_TO_STR(WINED3DRS_STENCILFAIL );
D3DSTATE_TO_STR(WINED3DRS_STENCILZFAIL ); D3DSTATE_TO_STR(WINED3DRS_STENCILZFAIL );
...@@ -214,11 +238,13 @@ const char* debug_d3drenderstate(DWORD state) { ...@@ -214,11 +238,13 @@ const char* debug_d3drenderstate(DWORD state) {
D3DSTATE_TO_STR(WINED3DRS_WRAP7 ); D3DSTATE_TO_STR(WINED3DRS_WRAP7 );
D3DSTATE_TO_STR(WINED3DRS_CLIPPING ); D3DSTATE_TO_STR(WINED3DRS_CLIPPING );
D3DSTATE_TO_STR(WINED3DRS_LIGHTING ); D3DSTATE_TO_STR(WINED3DRS_LIGHTING );
D3DSTATE_TO_STR(WINED3DRS_EXTENTS );
D3DSTATE_TO_STR(WINED3DRS_AMBIENT ); D3DSTATE_TO_STR(WINED3DRS_AMBIENT );
D3DSTATE_TO_STR(WINED3DRS_FOGVERTEXMODE ); D3DSTATE_TO_STR(WINED3DRS_FOGVERTEXMODE );
D3DSTATE_TO_STR(WINED3DRS_COLORVERTEX ); D3DSTATE_TO_STR(WINED3DRS_COLORVERTEX );
D3DSTATE_TO_STR(WINED3DRS_LOCALVIEWER ); D3DSTATE_TO_STR(WINED3DRS_LOCALVIEWER );
D3DSTATE_TO_STR(WINED3DRS_NORMALIZENORMALS ); D3DSTATE_TO_STR(WINED3DRS_NORMALIZENORMALS );
D3DSTATE_TO_STR(WINED3DRS_COLORKEYBLENDENABLE );
D3DSTATE_TO_STR(WINED3DRS_DIFFUSEMATERIALSOURCE ); D3DSTATE_TO_STR(WINED3DRS_DIFFUSEMATERIALSOURCE );
D3DSTATE_TO_STR(WINED3DRS_SPECULARMATERIALSOURCE ); D3DSTATE_TO_STR(WINED3DRS_SPECULARMATERIALSOURCE );
D3DSTATE_TO_STR(WINED3DRS_AMBIENTMATERIALSOURCE ); D3DSTATE_TO_STR(WINED3DRS_AMBIENTMATERIALSOURCE );
......
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