static void
dumpStageTextures(JSONWriter &json, ID3D10Device *pDevice, const char *stageName,
- ID3D10ShaderResourceView *pShaderResourceViews[D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT])
+ UINT NumViews,
+ ID3D10ShaderResourceView **ppShaderResourceViews)
{
- for (UINT i = 0; i < ARRAYSIZE(pShaderResourceViews); ++i) {
- if (!pShaderResourceViews[i]) {
+ for (UINT i = 0; i < NumViews; ++i) {
+ if (!ppShaderResourceViews[i]) {
continue;
}
image::Image *image;
- image = getShaderResourceViewImage(pDevice, pShaderResourceViews[i]);
+ image = getShaderResourceViewImage(pDevice, ppShaderResourceViews[i]);
if (image) {
char label[64];
_snprintf(label, sizeof label, "%s_RESOURCE_%u", stageName, i);
json.endMember(); // *_RESOURCE_*
}
- pShaderResourceViews[i]->Release();
+ ppShaderResourceViews[i]->Release();
}
}
ID3D10ShaderResourceView *pShaderResourceViews[D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT];
pDevice->PSGetShaderResources(0, ARRAYSIZE(pShaderResourceViews), pShaderResourceViews);
- dumpStageTextures(json, pDevice, "PS", pShaderResourceViews);
+ dumpStageTextures(json, pDevice, "PS", ARRAYSIZE(pShaderResourceViews), pShaderResourceViews);
pDevice->VSGetShaderResources(0, ARRAYSIZE(pShaderResourceViews), pShaderResourceViews);
- dumpStageTextures(json, pDevice, "VS", pShaderResourceViews);
+ dumpStageTextures(json, pDevice, "VS", ARRAYSIZE(pShaderResourceViews), pShaderResourceViews);
pDevice->GSGetShaderResources(0, ARRAYSIZE(pShaderResourceViews), pShaderResourceViews);
- dumpStageTextures(json, pDevice, "GS", pShaderResourceViews);
+ dumpStageTextures(json, pDevice, "GS", ARRAYSIZE(pShaderResourceViews), pShaderResourceViews);
json.endObject();
json.endMember(); // textures