#include <iostream>
#include "d3d11imports.hpp"
-#include "json.hpp"
+#include "d3d10state.hpp"
namespace d3dstate {
+static void
+dumpShaders(JSONWriter &json, ID3D11DeviceContext *pDeviceContext)
+{
+ json.beginMember("shaders");
+ json.beginObject();
+
+ ID3D11VertexShader *pVertexShader = NULL;
+ pDeviceContext->VSGetShader(&pVertexShader, NULL, NULL);
+ if (pVertexShader) {
+ dumpShader<ID3D11DeviceChild>(json, "VS", pVertexShader);
+ pVertexShader->Release();
+ }
+
+ ID3D11GeometryShader *pGeometryShader = NULL;
+ pDeviceContext->GSGetShader(&pGeometryShader, NULL, NULL);
+ if (pGeometryShader) {
+ dumpShader<ID3D11DeviceChild>(json, "GS", pGeometryShader);
+ pGeometryShader->Release();
+ }
+
+ ID3D11PixelShader *pPixelShader = NULL;
+ pDeviceContext->PSGetShader(&pPixelShader, NULL, NULL);
+ if (pPixelShader) {
+ dumpShader<ID3D11DeviceChild>(json, "PS", pPixelShader);
+ }
+
+ json.endObject();
+ json.endMember(); // shaders
+}
+
+
void
-dumpDevice(std::ostream &os, ID3D11DeviceContext *pDevice)
+dumpDevice(std::ostream &os, ID3D11DeviceContext *pDeviceContext)
{
JSONWriter json(os);
/* TODO */
+ json.beginMember("parameters");
+ json.beginObject();
+ json.endObject();
+ json.endMember(); // parameters
+
+ dumpShaders(json, pDeviceContext);
+
+ dumpTextures(json, pDeviceContext);
+
+ dumpFramebuffer(json, pDeviceContext);
}