+/**************************************************************************
+ *
+ * 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.
+ *
+ **************************************************************************/
+
+#ifndef _DXGISTATE_HPP_
+#define _DXGISTATE_HPP_
+
+
+#include <windows.h>
+
+
+#include "json.hpp"
+#include "d3dshader.hpp"
+#include "d3dstate.hpp"
+
+
+namespace d3dstate {
+
+
+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);
+}
+
+
+} /* namespace d3dstate */
+
+#endif // _DXGISTATE_HPP_