/************************************************************************** * * 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. * **************************************************************************/ #include #include #include #include "com_ptr.hpp" #include "d3d11imports.hpp" #include "d3d10state.hpp" #include "dxgistate_so.hpp" namespace d3dstate { // Ensure ExtractDescType template is sane static_assert( std::is_same< ExtractDescType< decltype( &ID3D11BlendState::GetDesc ) >::type, D3D11_BLEND_DESC >::value, "type mismatch" ); static void dumpRasterizerState(StateWriter &writer, ID3D11DeviceContext *pDeviceContext) { com_ptr pRasterizerState; pDeviceContext->RSGetState(&pRasterizerState); writer.beginMember("RasterizerState"); dumpStateObjectDesc(writer, pRasterizerState); writer.endMember(); // RasterizerState } static void dumpBlendState(StateWriter &writer, ID3D11DeviceContext *pDeviceContext) { com_ptr pBlendState; FLOAT BlendFactor[4]; UINT SampleMask; pDeviceContext->OMGetBlendState(&pBlendState, BlendFactor, &SampleMask); writer.beginMember("BlendState"); dumpStateObjectDesc(writer, pBlendState); writer.endMember(); // BlendState writer.beginMember("BlendFactor"); writer.beginArray(); writer.writeFloat(BlendFactor[0]); writer.writeFloat(BlendFactor[1]); writer.writeFloat(BlendFactor[2]); writer.writeFloat(BlendFactor[3]); writer.endArray(); writer.endMember(); // BlendFactor writer.writeIntMember("SampleMask", SampleMask); } static void dumpDepthStencilState(StateWriter &writer, ID3D11DeviceContext *pDeviceContext) { com_ptr pDepthStencilState; UINT stencilRef; pDeviceContext->OMGetDepthStencilState(&pDepthStencilState, &stencilRef); writer.beginMember("DepthStencilState"); dumpStateObjectDesc(writer, pDepthStencilState); writer.endMember(); // DepthStencilState writer.writeIntMember("StencilRef", stencilRef); } static void dumpViewports(StateWriter &writer, ID3D11DeviceContext *pDeviceContext) { D3D11_VIEWPORT vps[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE]; UINT numViewports = 0, i; pDeviceContext->RSGetViewports(&numViewports, NULL); pDeviceContext->RSGetViewports(&numViewports, vps); writer.beginMember("Viewports"); writer.beginArray(); for (i = 0; i < numViewports; ++i) { dumpStateObject(writer, vps[i]); } writer.endArray(); writer.endMember(); } static void dumpScissors(StateWriter &writer, ID3D11DeviceContext *pDeviceContext) { D3D11_RECT rects[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE]; UINT numRects = 0, i; pDeviceContext->RSGetScissorRects(&numRects, NULL); pDeviceContext->RSGetScissorRects(&numRects, rects); writer.beginMember("Scissors"); writer.beginArray(); for (i = 0; i < numRects; ++i) { dumpStateObject(writer, rects[i]); } writer.endArray(); writer.endMember(); } static void dumpParameters(StateWriter &writer, ID3D11DeviceContext *pDeviceContext) { // TODO: dump description of current bound state writer.beginMember("parameters"); writer.beginObject(); dumpRasterizerState(writer, pDeviceContext); dumpBlendState(writer, pDeviceContext); dumpDepthStencilState(writer, pDeviceContext); dumpViewports(writer, pDeviceContext); dumpScissors(writer, pDeviceContext); writer.endObject(); writer.endMember(); // parameters } static void dumpShaders(StateWriter &writer, ID3D11DeviceContext *pDeviceContext) { writer.beginMember("shaders"); writer.beginObject(); com_ptr pVertexShader; pDeviceContext->VSGetShader(&pVertexShader, NULL, NULL); if (pVertexShader) { dumpShader(writer, "VS", pVertexShader); } com_ptr pHullShader; pDeviceContext->HSGetShader(&pHullShader, NULL, NULL); if (pHullShader) { dumpShader(writer, "HS", pHullShader); } com_ptr pDomainShader; pDeviceContext->DSGetShader(&pDomainShader, NULL, NULL); if (pDomainShader) { dumpShader(writer, "DS", pDomainShader); } com_ptr pGeometryShader; pDeviceContext->GSGetShader(&pGeometryShader, NULL, NULL); if (pGeometryShader) { dumpShader(writer, "GS", pGeometryShader); } com_ptr pPixelShader; pDeviceContext->PSGetShader(&pPixelShader, NULL, NULL); if (pPixelShader) { dumpShader(writer, "PS", pPixelShader); } writer.endObject(); writer.endMember(); // shaders } void dumpDevice(StateWriter &writer, ID3D11DeviceContext *pDeviceContext) { dumpParameters(writer, pDeviceContext); dumpShaders(writer, pDeviceContext); // TODO: dump constant buffers writer.beginMember("uniforms"); writer.beginObject(); writer.endObject(); writer.endMember(); // uniforms // TODO: dump stream-out buffer, vertex buffer writer.beginMember("buffers"); writer.beginObject(); writer.endObject(); writer.endMember(); // buffers dumpTextures(writer, pDeviceContext); dumpFramebuffer(writer, pDeviceContext); } } /* namespace d3dstate */