X-Git-Url: https://git.cworth.org/git?a=blobdiff_plain;f=retrace%2Fd3d10state.cpp;h=d5e41da04146d3597264ed8f1dbea2e74c0f46c6;hb=7a9fb5103e052150232b64cb5d99374cda3f1234;hp=f9b3661cfdf8a3a3b7d0fa077187033a93c99783;hpb=1d4fd1471be8c29ed082bd6cdb3525c2b1215dc8;p=apitrace diff --git a/retrace/d3d10state.cpp b/retrace/d3d10state.cpp index f9b3661..d5e41da 100644 --- a/retrace/d3d10state.cpp +++ b/retrace/d3d10state.cpp @@ -28,10 +28,8 @@ #include -#include "d3d11imports.hpp" -#include "json.hpp" -#include "d3dshader.hpp" -#include "d3dstate.hpp" +#include "d3d10imports.hpp" +#include "d3d10state.hpp" namespace d3dstate { @@ -41,46 +39,6 @@ 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) { @@ -90,14 +48,21 @@ dumpShaders(JSONWriter &json, ID3D10Device *pDevice) ID3D10VertexShader *pVertexShader = NULL; pDevice->VSGetShader(&pVertexShader); if (pVertexShader) { - dumpShader(json, "vertex", pVertexShader); + dumpShader(json, "VS", pVertexShader); pVertexShader->Release(); } + ID3D10GeometryShader *pGeometryShader = NULL; + pDevice->GSGetShader(&pGeometryShader); + if (pGeometryShader) { + dumpShader(json, "GS", pGeometryShader); + pGeometryShader->Release(); + } + ID3D10PixelShader *pPixelShader = NULL; pDevice->PSGetShader(&pPixelShader); if (pPixelShader) { - dumpShader(json, "pixel", pPixelShader); + dumpShader(json, "PS", pPixelShader); } json.endObject();