d3d10: Use the shader variable class/type debug functions in parse_fx10_type().
authorHenri Verbeet <hverbeet@codeweavers.com>
Thu, 10 Sep 2009 14:57:14 +0000 (16:57 +0200)
committerAlexandre Julliard <julliard@winehq.org>
Fri, 11 Sep 2009 10:08:57 +0000 (12:08 +0200)
This got lost by 7c156c5753f57535b9c12ea3cb8ac17562b4f214.

dlls/d3d10/effect.c

index 3ac6875d9fe03b5c5c1f979e247ed8e8bd8235fa..c80cf5653103301814ecb4687105a870d4b14dcb 100644 (file)
@@ -344,8 +344,8 @@ static HRESULT parse_fx10_type(struct d3d10_effect_type *t, const char *ptr, con
         TRACE("Type description: %#x.\n", tmp);
         TRACE("\tcolumns: %u.\n", t->column_count);
         TRACE("\trows: %u.\n", t->row_count);
-        TRACE("\tbasetype: %#x.\n", t->basetype);
-        TRACE("\tclass: %#x.\n", t->type_class);
+        TRACE("\tbasetype: %s.\n", debug_d3d10_shader_variable_type(t->basetype));
+        TRACE("\tclass: %s.\n", debug_d3d10_shader_variable_class(t->type_class));
         TRACE("\tunknown bits: %#x.\n", tmp & ~(D3D10_FX10_TYPE_COLUMN_MASK | D3D10_FX10_TYPE_ROW_MASK
                 | D3D10_FX10_TYPE_BASETYPE_MASK | D3D10_FX10_TYPE_CLASS_MASK));
     }