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/**************************************************************************
*
* 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 <typename InterfaceType, typename DescType>
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<Interface> & pObj)
{
dumpStateObjectDesc(writer, static_cast<Interface *>(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 &);
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