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/**************************************************************************
*
* 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 <stdio.h>
#include <iostream>
#include <type_traits>
#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(JSONWriter &json, ID3D11DeviceContext *pDeviceContext)
{
com_ptr<ID3D11RasterizerState> pRasterizerState;
pDeviceContext->RSGetState(&pRasterizerState);
json.beginMember("RasterizerState");
dumpStateObjectDesc(json, pRasterizerState);
json.endMember(); // RasterizerState
}
static void
dumpBlendState(JSONWriter &json, ID3D11DeviceContext *pDeviceContext)
{
com_ptr<ID3D11BlendState> pBlendState;
FLOAT BlendFactor[4];
UINT SampleMask;
pDeviceContext->OMGetBlendState(&pBlendState, BlendFactor, &SampleMask);
json.beginMember("BlendState");
dumpStateObjectDesc(json, pBlendState);
json.endMember(); // BlendState
json.beginMember("BlendFactor");
json.beginArray();
json.writeFloat(BlendFactor[0]);
json.writeFloat(BlendFactor[1]);
json.writeFloat(BlendFactor[2]);
json.writeFloat(BlendFactor[3]);
json.endArray();
json.endMember(); // BlendFactor
json.writeIntMember("SampleMask", SampleMask);
}
static void
dumpDepthStencilState(JSONWriter &json, ID3D11DeviceContext *pDeviceContext)
{
com_ptr<ID3D11DepthStencilState> pDepthStencilState;
UINT stencilRef;
pDeviceContext->OMGetDepthStencilState(&pDepthStencilState, &stencilRef);
json.beginMember("DepthStencilState");
dumpStateObjectDesc(json, pDepthStencilState);
json.endMember(); // DepthStencilState
json.writeIntMember("StencilRef", stencilRef);
}
static void
dumpParameters(JSONWriter &json, ID3D11DeviceContext *pDeviceContext)
{
// TODO: dump description of current bound state
json.beginMember("parameters");
json.beginObject();
dumpRasterizerState(json, pDeviceContext);
dumpBlendState(json, pDeviceContext);
dumpDepthStencilState(json, pDeviceContext);
json.endObject();
json.endMember(); // parameters
}
static void
dumpShaders(JSONWriter &json, ID3D11DeviceContext *pDeviceContext)
{
json.beginMember("shaders");
json.beginObject();
com_ptr<ID3D11VertexShader> pVertexShader;
pDeviceContext->VSGetShader(&pVertexShader, NULL, NULL);
if (pVertexShader) {
dumpShader<ID3D11DeviceChild>(json, "VS", pVertexShader);
}
com_ptr<ID3D11HullShader> pHullShader;
pDeviceContext->HSGetShader(&pHullShader, NULL, NULL);
if (pHullShader) {
dumpShader<ID3D11DeviceChild>(json, "HS", pHullShader);
}
com_ptr<ID3D11DomainShader> pDomainShader;
pDeviceContext->DSGetShader(&pDomainShader, NULL, NULL);
if (pDomainShader) {
dumpShader<ID3D11DeviceChild>(json, "DS", pDomainShader);
}
com_ptr<ID3D11GeometryShader> pGeometryShader;
pDeviceContext->GSGetShader(&pGeometryShader, NULL, NULL);
if (pGeometryShader) {
dumpShader<ID3D11DeviceChild>(json, "GS", pGeometryShader);
}
com_ptr<ID3D11PixelShader> pPixelShader;
pDeviceContext->PSGetShader(&pPixelShader, NULL, NULL);
if (pPixelShader) {
dumpShader<ID3D11DeviceChild>(json, "PS", pPixelShader);
}
json.endObject();
json.endMember(); // shaders
}
void
dumpDevice(std::ostream &os, ID3D11DeviceContext *pDeviceContext)
{
JSONWriter json(os);
dumpParameters(json, pDeviceContext);
dumpShaders(json, pDeviceContext);
// TODO: dump constant buffers
json.beginMember("uniforms");
json.beginObject();
json.endObject();
json.endMember(); // uniforms
// TODO: dump stream-out buffer, vertex buffer
json.beginMember("buffers");
json.beginObject();
json.endObject();
json.endMember(); // buffers
dumpTextures(json, pDeviceContext);
dumpFramebuffer(json, pDeviceContext);
}
} /* namespace d3dstate */
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