| /************************************************************************** |
| * |
| * Copyright 2011 Jose Fonseca |
| * All Rights Reserved. |
| * |
| * Permission is hereby granted, free of charge, to any person obtaining a copy |
| * of this software and associated documentation files (the "Software"), to deal |
| * in the Software without restriction, including without limitation the rights |
| * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell |
| * copies of the Software, and to permit persons to whom the Software is |
| * furnished to do so, subject to the following conditions: |
| * |
| * The above copyright notice and this permission notice shall be included in |
| * all copies or substantial portions of the Software. |
| * |
| * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR |
| * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
| * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE |
| * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER |
| * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, |
| * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN |
| * THE SOFTWARE. |
| * |
| **************************************************************************/ |
| |
| #pragma once |
| |
| |
| #include <assert.h> |
| |
| #include <windows.h> |
| |
| #include <vector> |
| #include <string> |
| |
| #include "state_writer.hpp" |
| #include "com_ptr.hpp" |
| #include "d3dshader.hpp" |
| #include "d3dstate.hpp" |
| |
| #include "d3d10imports.hpp" |
| |
| |
| namespace d3dstate { |
| |
| |
| template< typename T > |
| inline std::vector<BYTE> |
| getPrivateData(T *pObject, REFGUID guid) |
| { |
| std::vector<BYTE> Data; |
| |
| if (!pObject) { |
| return Data; |
| } |
| |
| UINT DataLength = 0; |
| HRESULT hr; |
| hr = pObject->GetPrivateData(guid, &DataLength, NULL); |
| if (hr != S_OK) { |
| assert(hr == DXGI_ERROR_NOT_FOUND); |
| return Data; |
| } |
| |
| Data.resize(DataLength); |
| |
| hr = pObject->GetPrivateData(guid, &DataLength, &Data[0]); |
| assert(hr == S_OK); |
| if (FAILED(hr)) { |
| Data.clear(); |
| } |
| |
| return Data; |
| } |
| |
| |
| template< typename T > |
| inline void |
| dumpShader(StateWriter &writer, const char *name, T *pShader) { |
| if (!pShader) { |
| return; |
| } |
| |
| /* |
| * There is no method to get the shader byte code, so the creator is supposed to |
| * attach it via the SetPrivateData method. |
| */ |
| |
| |
| std::vector<BYTE> ShaderBytecode = getPrivateData(pShader, GUID_D3DSTATE); |
| if (ShaderBytecode.empty()) { |
| return; |
| } |
| |
| com_ptr<IDisassemblyBuffer> pDisassembly; |
| HRESULT hr; |
| hr = DisassembleShader(&ShaderBytecode[0], ShaderBytecode.size(), &pDisassembly); |
| if (SUCCEEDED(hr)) { |
| writer.beginMember(name); |
| writer.writeString((const char *)pDisassembly->GetBufferPointer() /*, pDisassembly->GetBufferSize() */); |
| writer.endMember(); |
| } |
| } |
| |
| |
| template< typename T > |
| inline std::string |
| getObjectName(T *pObject) |
| { |
| std::vector<BYTE> ObjectName = getPrivateData(pObject, WKPDID_D3DDebugObjectName); |
| return std::string(ObjectName.begin(), ObjectName.end()); |
| } |
| |
| |
| template <typename T> |
| inline void |
| dumpBuffers(StateWriter &writer, const char *stageName, |
| UINT numBuffers, T **ppBuffers) |
| { |
| bool hasBuffers = false; |
| for (UINT i = 0; i < numBuffers; ++i) { |
| hasBuffers = hasBuffers || (ppBuffers[i] != 0); |
| } |
| if (!hasBuffers) { |
| return; |
| } |
| writer.beginMember(stageName); |
| writer.beginArray(); |
| for (UINT i = 0; i < numBuffers; ++i) { |
| std::string name("null"); |
| |
| if (ppBuffers[i]) { |
| name = getObjectName(ppBuffers[i]); |
| ppBuffers[i]->Release(); |
| } |
| writer.writeString(name); |
| } |
| writer.endArray(); |
| writer.endMember(); |
| } |
| |
| |
| image::Image * |
| getSubResourceImage(ID3D10Device *pDevice, |
| ID3D10Resource *pResource, |
| DXGI_FORMAT Format, |
| UINT ArraySlice, |
| UINT MipSlice); |
| |
| |
| } /* namespace d3dstate */ |
| |