/************************************************************************** * * 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. * **************************************************************************/ #ifndef _D3D10STATE_HPP_ #define _D3D10STATE_HPP_ #include #include "json.hpp" #include "com_ptr.hpp" #include "d3dshader.hpp" #include "d3dstate.hpp" namespace d3dstate { template< class T > inline void dumpShader(JSONWriter &json, const char *name, T *pShader) { if (!pShader) { return; } HRESULT hr; /* * There is no method to get the shader byte code, so the creator is supposed to * attach it via the SetPrivateData method. */ UINT BytecodeLength = 0; char dummy; hr = pShader->GetPrivateData(GUID_D3DSTATE, &BytecodeLength, &dummy); if (hr != DXGI_ERROR_MORE_DATA) { return; } void *pShaderBytecode = malloc(BytecodeLength); if (!pShaderBytecode) { return; } hr = pShader->GetPrivateData(GUID_D3DSTATE, &BytecodeLength, pShaderBytecode); if (SUCCEEDED(hr)) { com_ptr pDisassembly; hr = DisassembleShader(pShaderBytecode, BytecodeLength, &pDisassembly); if (SUCCEEDED(hr)) { json.beginMember(name); json.writeString((const char *)pDisassembly->GetBufferPointer() /*, pDisassembly->GetBufferSize() */); json.endMember(); } } free(pShaderBytecode); } image::Image * getSubResourceImage(ID3D10Device *pDevice, ID3D10Resource *pResource, DXGI_FORMAT Format, UINT ArraySlice, UINT MipSlice); } /* namespace d3dstate */ #endif // _D3D10STATE_HPP_