/************************************************************************** * * Copyright 2015 VMware, Inc. * 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 "d3d10imports.hpp" #include "d3d11imports.hpp" #include "state_writer.hpp" #include "com_ptr.hpp" // Template to extract the type of ID3D*::GetDesc methods template< typename T > struct ExtractDescType { }; template struct ExtractDescType< void (__stdcall InterfaceType::*)(DescType *) > { typedef DescType type; }; template< typename Interface > static inline void dumpStateObjectDesc(StateWriter &writer, Interface *pObj) { if (pObj) { typename ExtractDescType< decltype( &Interface::GetDesc ) >::type Desc; pObj->GetDesc(&Desc); dumpStateObject(writer, Desc); } else { writer.writeNull(); } } template< typename Interface > static inline void dumpStateObjectDesc(StateWriter &writer, com_ptr & pObj) { dumpStateObjectDesc(writer, static_cast(pObj)); } void dumpStateObject(StateWriter &, const RECT &); // D3D10_RECT, D3D11_RECT void dumpStateObject(StateWriter &, const DXGI_FORMAT &); void dumpStateObject(StateWriter &, const D3D10_BLEND_DESC &); void dumpStateObject(StateWriter &, const D3D10_BLEND_DESC1 &); void dumpStateObject(StateWriter &, const D3D10_BUFFER_DESC &); void dumpStateObject(StateWriter &, const D3D10_COUNTER_DESC &); void dumpStateObject(StateWriter &, const D3D10_DEPTH_STENCIL_DESC &); void dumpStateObject(StateWriter &, const D3D10_DEPTH_STENCILOP_DESC &); void dumpStateObject(StateWriter &, const D3D10_DEPTH_STENCIL_VIEW_DESC &); void dumpStateObject(StateWriter &, const D3D10_INPUT_ELEMENT_DESC &); // FIXME: aliases with D3D_PRIMITIVE_TOPOLOGY clashing with D3D11_PRIMITIVE_TOPOLOGY //void dumpStateObject(StateWriter &, const D3D10_PRIMITIVE_TOPOLOGY &); void dumpStateObject(StateWriter &, const D3D10_QUERY_DESC &); void dumpStateObject(StateWriter &, const D3D10_RASTERIZER_DESC &); void dumpStateObject(StateWriter &, const D3D10_RENDER_TARGET_VIEW_DESC &); void dumpStateObject(StateWriter &, const D3D10_SAMPLER_DESC &); void dumpStateObject(StateWriter &, const D3D10_SHADER_RESOURCE_VIEW_DESC &); void dumpStateObject(StateWriter &, const D3D10_SHADER_RESOURCE_VIEW_DESC1 &); void dumpStateObject(StateWriter &, const D3D10_TEXTURE1D_DESC &); void dumpStateObject(StateWriter &, const D3D10_TEXTURE2D_DESC &); void dumpStateObject(StateWriter &, const D3D10_TEXTURE3D_DESC &); void dumpStateObject(StateWriter &, const D3D10_VIEWPORT &); void dumpStateObject(StateWriter &, const D3D11_BLEND_DESC &); void dumpStateObject(StateWriter &, const D3D11_BLEND_DESC1 &); void dumpStateObject(StateWriter &, const D3D11_BUFFER_DESC &); void dumpStateObject(StateWriter &, const D3D11_CLASS_INSTANCE_DESC &); void dumpStateObject(StateWriter &, const D3D11_COUNTER_DESC &); void dumpStateObject(StateWriter &, const D3D11_DEPTH_STENCIL_DESC &); void dumpStateObject(StateWriter &, const D3D11_DEPTH_STENCILOP_DESC &); void dumpStateObject(StateWriter &, const D3D11_DEPTH_STENCIL_VIEW_DESC &); void dumpStateObject(StateWriter &, const D3D11_INPUT_ELEMENT_DESC &); void dumpStateObject(StateWriter &, const D3D11_PACKED_MIP_DESC &); void dumpStateObject(StateWriter &, const D3D11_PRIMITIVE_TOPOLOGY &); void dumpStateObject(StateWriter &, const D3D11_QUERY_DESC &); void dumpStateObject(StateWriter &, const D3D11_RASTERIZER_DESC &); void dumpStateObject(StateWriter &, const D3D11_RASTERIZER_DESC1 &); void dumpStateObject(StateWriter &, const D3D11_RENDER_TARGET_BLEND_DESC &); void dumpStateObject(StateWriter &, const D3D11_RENDER_TARGET_VIEW_DESC &); void dumpStateObject(StateWriter &, const D3D11_SAMPLER_DESC &); void dumpStateObject(StateWriter &, const D3D11_SHADER_RESOURCE_VIEW_DESC &); void dumpStateObject(StateWriter &, const D3D11_TEXTURE1D_DESC &); void dumpStateObject(StateWriter &, const D3D11_TEXTURE2D_DESC &); void dumpStateObject(StateWriter &, const D3D11_TEXTURE3D_DESC &); void dumpStateObject(StateWriter &, const D3D11_UNORDERED_ACCESS_VIEW_DESC &); void dumpStateObject(StateWriter &, const D3D11_VIEWPORT &);