/************************************************************************** * * 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 #include #include #include #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 getPrivateData(T *pObject, REFGUID guid) { std::vector 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 ShaderBytecode = getPrivateData(pShader, GUID_D3DSTATE); if (ShaderBytecode.empty()) { return; } com_ptr 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 ObjectName = getPrivateData(pObject, WKPDID_D3DDebugObjectName); return std::string(ObjectName.begin(), ObjectName.end()); } image::Image * getSubResourceImage(ID3D10Device *pDevice, ID3D10Resource *pResource, DXGI_FORMAT Format, UINT ArraySlice, UINT MipSlice); } /* namespace d3dstate */