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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 "d3d11imports.hpp"
#include "json.hpp"
#include "d3dshader.hpp"
#include "d3dstate.hpp"
namespace d3dstate {
const GUID
GUID_D3DSTATE = {0x7D71CAC9,0x7F58,0x432C,{0xA9,0x75,0xA1,0x9F,0xCF,0xCE,0xFD,0x14}};
template< class T >
inline void
dumpShader(JSONWriter &json, const char *name, T *pShader) {
if (!pShader) {
return;
}
HRESULT hr;
/*
* There is no method to get the shader byte code, so the creator is supposed to
* attach it via the SetPrivateData method.
*/
UINT BytecodeLength = 0;
char dummy;
hr = pShader->GetPrivateData(GUID_D3DSTATE, &BytecodeLength, &dummy);
if (hr != DXGI_ERROR_MORE_DATA) {
return;
}
void *pShaderBytecode = malloc(BytecodeLength);
if (!pShaderBytecode) {
return;
}
hr = pShader->GetPrivateData(GUID_D3DSTATE, &BytecodeLength, pShaderBytecode);
if (SUCCEEDED(hr)) {
IDisassemblyBuffer *pDisassembly = NULL;
hr = DisassembleShader(pShaderBytecode, BytecodeLength, &pDisassembly);
if (SUCCEEDED(hr)) {
json.beginMember(name);
json.writeString((const char *)pDisassembly->GetBufferPointer() /*, pDisassembly->GetBufferSize() */);
json.endMember();
pDisassembly->Release();
}
}
free(pShaderBytecode);
}
static void
dumpShaders(JSONWriter &json, ID3D10Device *pDevice)
{
json.beginMember("shaders");
json.beginObject();
ID3D10VertexShader *pVertexShader = NULL;
pDevice->VSGetShader(&pVertexShader);
if (pVertexShader) {
dumpShader<ID3D10DeviceChild>(json, "VS", pVertexShader);
pVertexShader->Release();
}
ID3D10GeometryShader *pGeometryShader = NULL;
pDevice->GSGetShader(&pGeometryShader);
if (pGeometryShader) {
dumpShader<ID3D10DeviceChild>(json, "GS", pGeometryShader);
pGeometryShader->Release();
}
ID3D10PixelShader *pPixelShader = NULL;
pDevice->PSGetShader(&pPixelShader);
if (pPixelShader) {
dumpShader<ID3D10DeviceChild>(json, "PS", pPixelShader);
}
json.endObject();
json.endMember(); // shaders
}
void
dumpDevice(std::ostream &os, ID3D10Device *pDevice)
{
JSONWriter json(os);
/* TODO */
json.beginMember("parameters");
json.beginObject();
json.endObject();
json.endMember(); // parameters
dumpShaders(json, pDevice);
json.beginMember("textures");
json.beginObject();
json.endObject();
json.endMember(); // textures
dumpFramebuffer(json, pDevice);
}
} /* namespace d3dstate */
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