本文整理汇总了C++中StateWriter::beginMember方法的典型用法代码示例。如果您正苦于以下问题:C++ StateWriter::beginMember方法的具体用法?C++ StateWriter::beginMember怎么用?C++ StateWriter::beginMember使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类StateWriter
的用法示例。
在下文中一共展示了StateWriter::beginMember方法的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1:
static void
dumpShaders(StateWriter &writer, ID3D10Device *pDevice)
{
writer.beginMember("shaders");
writer.beginObject();
com_ptr<ID3D10VertexShader> pVertexShader;
pDevice->VSGetShader(&pVertexShader);
if (pVertexShader) {
dumpShader<ID3D10DeviceChild>(writer, "VS", pVertexShader);
}
com_ptr<ID3D10GeometryShader> pGeometryShader;
pDevice->GSGetShader(&pGeometryShader);
if (pGeometryShader) {
dumpShader<ID3D10DeviceChild>(writer, "GS", pGeometryShader);
}
com_ptr<ID3D10PixelShader> pPixelShader;
pDevice->PSGetShader(&pPixelShader);
if (pPixelShader) {
dumpShader<ID3D10DeviceChild>(writer, "PS", pPixelShader);
}
writer.endObject();
writer.endMember(); // shaders
}
示例2: glGetProgramivARB
static inline void
dumpArbProgram(StateWriter &writer, Context &context, GLenum target)
{
if (context.ES ||
context.core ||
!glIsEnabled(target)) {
return;
}
GLint program_length = 0;
glGetProgramivARB(target, GL_PROGRAM_LENGTH_ARB, &program_length);
if (!program_length) {
return;
}
GLchar *source = new GLchar[program_length + 1];
source[0] = 0;
glGetProgramStringARB(target, GL_PROGRAM_STRING_ARB, source);
source[program_length] = 0;
writer.beginMember(enumToString(target));
writer.writeString(source);
writer.endMember();
delete [] source;
}
示例3: getPrivateData
inline void
dumpShader(StateWriter &writer, const char *name, T *pShader) {
if (!pShader) {
return;
}
/*
* There is no method to get the shader byte code, so the creator is supposed to
* attach it via the SetPrivateData method.
*/
std::vector<BYTE> ShaderBytecode = getPrivateData(pShader, GUID_D3DSTATE);
if (ShaderBytecode.empty()) {
return;
}
com_ptr<IDisassemblyBuffer> pDisassembly;
HRESULT hr;
hr = DisassembleShader(&ShaderBytecode[0], ShaderBytecode.size(), &pDisassembly);
if (SUCCEEDED(hr)) {
writer.beginMember(name);
writer.writeString((const char *)pDisassembly->GetBufferPointer() /*, pDisassembly->GetBufferSize() */);
writer.endMember();
}
}
示例4: getTextureImage
void
dumpTextures(StateWriter &writer, IDirect3DDevice8 *pDevice)
{
HRESULT hr;
writer.beginMember("textures");
writer.beginObject();
for (DWORD Stage = 0; Stage < 8; ++Stage) {
com_ptr<IDirect3DBaseTexture8> pTexture;
hr = pDevice->GetTexture(Stage, &pTexture);
if (FAILED(hr)) {
continue;
}
if (!pTexture) {
continue;
}
D3DRESOURCETYPE Type = pTexture->GetType();
DWORD NumFaces = Type == D3DRTYPE_CUBETEXTURE ? 6 : 1;
DWORD NumLevels = pTexture->GetLevelCount();
for (DWORD Face = 0; Face < NumFaces; ++Face) {
for (DWORD Level = 0; Level < NumLevels; ++Level) {
image::Image *image;
image = getTextureImage(pDevice, pTexture, static_cast<D3DCUBEMAP_FACES>(Face), Level);
if (image) {
char label[128];
if (Type == D3DRTYPE_CUBETEXTURE) {
_snprintf(label, sizeof label, "PS_RESOURCE_%lu_FACE_%lu_LEVEL_%lu", Stage, Face, Level);
} else {
_snprintf(label, sizeof label, "PS_RESOURCE_%lu_LEVEL_%lu", Stage, Level);
}
writer.beginMember(label);
writer.writeImage(image);
writer.endMember(); // PS_RESOURCE_*
delete image;
}
}
}
}
writer.endObject();
writer.endMember(); // textures
}
示例5: getRenderTargetViewImage
void
dumpFramebuffer(StateWriter &writer, ID3D10Device *pDevice)
{
writer.beginMember("framebuffer");
writer.beginObject();
ID3D10RenderTargetView *pRenderTargetViews[D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT];
ID3D10DepthStencilView *pDepthStencilView;
pDevice->OMGetRenderTargets(ARRAYSIZE(pRenderTargetViews), pRenderTargetViews,
&pDepthStencilView);
for (UINT i = 0; i < ARRAYSIZE(pRenderTargetViews); ++i) {
if (!pRenderTargetViews[i]) {
continue;
}
image::Image *image;
image = getRenderTargetViewImage(pDevice, pRenderTargetViews[i]);
if (image) {
char label[64];
_snprintf(label, sizeof label, "RENDER_TARGET_%u", i);
writer.beginMember(label);
writer.writeImage(image);
writer.endMember(); // RENDER_TARGET_*
delete image;
}
pRenderTargetViews[i]->Release();
}
if (pDepthStencilView) {
image::Image *image;
image = getDepthStencilViewImage(pDevice, pDepthStencilView);
if (image) {
writer.beginMember("DEPTH_STENCIL");
writer.writeImage(image);
writer.endMember();
delete image;
}
pDepthStencilView->Release();
}
writer.endObject();
writer.endMember(); // framebuffer
}
示例6: dumpStateObjectDesc
static void
dumpRasterizerState(StateWriter &writer, ID3D10Device *pDevice)
{
com_ptr<ID3D10RasterizerState> pRasterizerState;
pDevice->RSGetState(&pRasterizerState);
writer.beginMember("RasterizerState");
dumpStateObjectDesc(writer, pRasterizerState);
writer.endMember(); // RasterizerState
}
示例7: dumpProgramUniforms
static void
dumpProgramUniformsStage(StateWriter &writer, GLint program, const char *stage)
{
if (program <= 0) {
return;
}
writer.beginMember(stage);
writer.beginObject();
dumpProgramUniforms(writer, program);
writer.endObject();
writer.endMember();
}
示例8: getRenderTargetImage
void
dumpFramebuffer(StateWriter &writer, IDirect3DDevice8 *pDevice)
{
HRESULT hr;
writer.beginMember("framebuffer");
writer.beginObject();
com_ptr<IDirect3DSurface8> pRenderTarget;
hr = pDevice->GetRenderTarget(&pRenderTarget);
if (SUCCEEDED(hr) && pRenderTarget) {
image::Image *image;
image = getRenderTargetImage(pDevice, pRenderTarget);
if (image) {
writer.beginMember("RENDER_TARGET_0");
writer.writeImage(image);
writer.endMember(); // RENDER_TARGET_*
delete image;
}
}
com_ptr<IDirect3DSurface8> pDepthStencil;
hr = pDevice->GetDepthStencilSurface(&pDepthStencil);
if (SUCCEEDED(hr) && pDepthStencil) {
image::Image *image;
image = getSurfaceImage(pDevice, pDepthStencil);
if (image) {
writer.beginMember("DEPTH_STENCIL");
writer.writeImage(image);
writer.endMember(); // RENDER_TARGET_*
delete image;
}
}
writer.endObject();
writer.endMember(); // framebuffer
}
示例9: dumpRasterizerState
static void
dumpParameters(StateWriter &writer, ID3D10Device *pDevice)
{
// TODO: dump description of current bound state
writer.beginMember("parameters");
writer.beginObject();
dumpRasterizerState(writer, pDevice);
dumpBlendState(writer, pDevice);
dumpDepthStencilState(writer, pDevice);
dumpViewports(writer, pDevice);
dumpScissors(writer, pDevice);
writer.endObject();
writer.endMember(); // parameters
}
示例10: dumpStateObject
static void
dumpViewports(StateWriter &writer, ID3D10Device *pDevice)
{
D3D10_VIEWPORT vps[D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
UINT numViewports = 0, i;
pDevice->RSGetViewports(&numViewports, NULL);
pDevice->RSGetViewports(&numViewports, vps);
writer.beginMember("Viewports");
writer.beginArray();
for (i = 0; i < numViewports; ++i) {
dumpStateObject(writer, vps[i]);
}
writer.endArray();
writer.endMember();
}
示例11: ARRAYSIZE
void
dumpTextures(StateWriter &writer, ID3D10Device *pDevice)
{
writer.beginMember("textures");
writer.beginObject();
ID3D10ShaderResourceView *pShaderResourceViews[D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT];
pDevice->PSGetShaderResources(0, ARRAYSIZE(pShaderResourceViews), pShaderResourceViews);
dumpStageTextures(writer, pDevice, "PS", ARRAYSIZE(pShaderResourceViews), pShaderResourceViews);
pDevice->VSGetShaderResources(0, ARRAYSIZE(pShaderResourceViews), pShaderResourceViews);
dumpStageTextures(writer, pDevice, "VS", ARRAYSIZE(pShaderResourceViews), pShaderResourceViews);
pDevice->GSGetShaderResources(0, ARRAYSIZE(pShaderResourceViews), pShaderResourceViews);
dumpStageTextures(writer, pDevice, "GS", ARRAYSIZE(pShaderResourceViews), pShaderResourceViews);
writer.endObject();
writer.endMember(); // textures
}
示例12: dumpAttrib
static void
dumpAttribArray(StateWriter &writer,
const std::string & name,
const AttribDesc &desc,
const GLbyte *data)
{
writer.beginMember(name);
if (desc.size > 1) {
writer.beginArray();
}
for (GLint i = 0; i < desc.size; ++i) {
const GLbyte *row = data + desc.arrayStride*i;
dumpAttrib(writer, desc, row);
}
if (desc.size > 1) {
writer.endArray();
}
writer.endMember();
}
示例13: glGetIntegerv
void
dumpShadersUniforms(StateWriter &writer, Context &context)
{
GLint pipeline = 0;
GLint vertex_program = 0;
GLint fragment_program = 0;
GLint geometry_program = 0;
GLint tess_control_program = 0;
GLint tess_evaluation_program = 0;
GLint compute_program = 0;
if (!context.ES) {
glGetIntegerv(GL_PROGRAM_PIPELINE_BINDING, &pipeline);
if (pipeline) {
glGetProgramPipelineiv(pipeline, GL_VERTEX_SHADER, &vertex_program);
glGetProgramPipelineiv(pipeline, GL_FRAGMENT_SHADER, &fragment_program);
glGetProgramPipelineiv(pipeline, GL_GEOMETRY_SHADER, &geometry_program);
glGetProgramPipelineiv(pipeline, GL_TESS_CONTROL_SHADER, &tess_control_program);
glGetProgramPipelineiv(pipeline, GL_TESS_EVALUATION_SHADER, &tess_evaluation_program);
glGetProgramPipelineiv(pipeline, GL_COMPUTE_SHADER, &compute_program);
}
}
GLint program = 0;
if (!pipeline) {
glGetIntegerv(GL_CURRENT_PROGRAM, &program);
}
writer.beginMember("shaders");
writer.beginObject();
if (pipeline) {
dumpProgram(writer, context, vertex_program);
dumpProgram(writer, context, fragment_program);
dumpProgram(writer, context, geometry_program);
dumpProgram(writer, context, tess_control_program);
dumpProgram(writer, context, tess_evaluation_program);
dumpProgram(writer, context, compute_program);
} else if (program) {
dumpProgram(writer, context, program);
} else {
dumpArbProgram(writer, context, GL_FRAGMENT_PROGRAM_ARB);
dumpArbProgram(writer, context, GL_VERTEX_PROGRAM_ARB);
}
writer.endObject();
writer.endMember(); // shaders
writer.beginMember("uniforms");
writer.beginObject();
if (pipeline) {
dumpProgramUniformsStage(writer, vertex_program, "GL_VERTEX_SHADER");
dumpProgramUniformsStage(writer, fragment_program, "GL_FRAGMENT_SHADER");
dumpProgramUniformsStage(writer, geometry_program, "GL_GEOMETRY_SHADER");
dumpProgramUniformsStage(writer, tess_control_program, "GL_TESS_CONTROL_SHADER");
dumpProgramUniformsStage(writer, tess_evaluation_program, "GL_TESS_EVALUATION_SHADER");
dumpProgramUniformsStage(writer, compute_program, "GL_COMPUTE_SHADER");
} else if (program) {
dumpProgramUniforms(writer, program);
} else {
dumpArbProgramUniforms(writer, context, GL_FRAGMENT_PROGRAM_ARB, "fp.");
dumpArbProgramUniforms(writer, context, GL_VERTEX_PROGRAM_ARB, "vp.");
}
writer.endObject();
writer.endMember(); // uniforms
writer.beginMember("buffers");
writer.beginObject();
if (!context.ES) {
if (pipeline) {
dumpVertexAttributes(writer, context, vertex_program);
} else {
dumpVertexAttributes(writer, context, program);
}
if (program) {
dumpTransformFeedback(writer, program);
}
}
writer.endObject();
writer.endMember(); // buffers
}
示例14: desc
//.........这里部分代码省略.........
}
GLint buffer = 0;
glGetVertexAttribiv(location, GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING, &buffer);
if (!buffer) {
continue;
}
GLint size = 0;
glGetVertexAttribiv(location, GL_VERTEX_ATTRIB_ARRAY_SIZE, &size);
GLint type = 0;
glGetVertexAttribiv(location, GL_VERTEX_ATTRIB_ARRAY_TYPE, &type);
GLint normalized = 0;
glGetVertexAttribiv(location, GL_VERTEX_ATTRIB_ARRAY_NORMALIZED, &normalized);
GLint stride = 0;
glGetVertexAttribiv(location, GL_VERTEX_ATTRIB_ARRAY_STRIDE, &stride);
GLvoid * pointer = 0;
glGetVertexAttribPointerv(location, GL_VERTEX_ATTRIB_ARRAY_POINTER, &pointer);
GLint offset = reinterpret_cast<intptr_t>(pointer);
assert(offset >= 0);
GLint divisor = 0;
glGetVertexAttribiv(location, GL_VERTEX_ATTRIB_ARRAY_DIVISOR, &divisor);
if (divisor) {
// TODO: not clear the best way of presenting instanced attibutes on the dump
std::cerr << "warning: dumping of instanced attributes (" << &name[0] << ") not yet supported\n";
return;
}
if (size == GL_BGRA) {
std::cerr << "warning: dumping of GL_BGRA attributes (" << &name[0] << ") not yet supported\n";
size = 4;
}
AttribDesc desc(type, size);
if (!desc) {
std::cerr << "warning: dumping of packed attribute (" << &name[0] << ") not yet supported\n";
// TODO: handle
continue;
}
attribs.emplace_back();
VertexAttrib &attrib = attribs.back();
attrib.name = &name[0];
// TODO handle normalized attributes
if (normalized) {
std::cerr << "warning: dumping of normalized attribute (" << &name[0] << ") not yet supported\n";
}
attrib.desc = desc;
GLsizei attribSize = attrib.desc.arrayStride;
if (stride == 0) {
// tightly packed
stride = attribSize;
}
attrib.offset = offset;
attrib.stride = stride;
BufferMapping &mapping = mappings[buffer];
attrib.map = (const GLbyte *)mapping.map(GL_ARRAY_BUFFER, buffer);
BufferBinding bb(GL_ARRAY_BUFFER, buffer);
GLint bufferSize = 0;
glGetBufferParameteriv(GL_ARRAY_BUFFER, GL_BUFFER_SIZE, &bufferSize);
if (bufferSize <= offset ||
bufferSize <= offset + attribSize) {
return;
} else {
unsigned attribCount = (bufferSize - offset - attribSize)/stride + 1;
count = std::min(count, attribCount);
}
}
if (count == 0 || count == ~0U || attribs.empty()) {
return;
}
writer.beginMember("vertices");
writer.beginArray();
for (unsigned vertex = 0; vertex < count; ++vertex) {
writer.beginObject();
for (auto attrib : attribs) {
const AttribDesc & desc = attrib.desc;
assert(desc);
const GLbyte *vertex_data = attrib.map + attrib.stride*vertex + attrib.offset;
dumpAttribArray(writer, attrib.name, desc, vertex_data);
}
writer.endObject();
}
writer.endArray();
writer.endMember();
}
示例15: assert
static void
dumpShaderResourceViewImage(StateWriter &writer,
ID3D10Device *pDevice,
ID3D10ShaderResourceView *pShaderResourceView,
const char *shader,
UINT stage)
{
if (!pShaderResourceView) {
return;
}
com_ptr<ID3D10Resource> pResource;
pShaderResourceView->GetResource(&pResource);
assert(pResource);
D3D10_SHADER_RESOURCE_VIEW_DESC Desc;
pShaderResourceView->GetDesc(&Desc);
UINT MipSlice = 0;
UINT FirstArraySlice = 0;
UINT ArraySize = 1;
switch (Desc.ViewDimension) {
case D3D10_SRV_DIMENSION_BUFFER:
break;
case D3D10_SRV_DIMENSION_TEXTURE1D:
MipSlice = Desc.Texture1D.MostDetailedMip;
break;
case D3D10_SRV_DIMENSION_TEXTURE1DARRAY:
MipSlice = Desc.Texture1DArray.MostDetailedMip;
FirstArraySlice = Desc.Texture1DArray.FirstArraySlice;
ArraySize = Desc.Texture1DArray.ArraySize;
break;
case D3D10_SRV_DIMENSION_TEXTURE2D:
MipSlice = Desc.Texture2D.MostDetailedMip;
break;
case D3D10_SRV_DIMENSION_TEXTURE2DARRAY:
MipSlice = Desc.Texture2DArray.MostDetailedMip;
FirstArraySlice = Desc.Texture2DArray.FirstArraySlice;
ArraySize = Desc.Texture2DArray.ArraySize;
break;
case D3D10_SRV_DIMENSION_TEXTURE2DMS:
break;
case D3D10_SRV_DIMENSION_TEXTURE2DMSARRAY:
FirstArraySlice = Desc.Texture2DMSArray.FirstArraySlice;
ArraySize = Desc.Texture2DMSArray.ArraySize;
break;
case D3D10_SRV_DIMENSION_TEXTURE3D:
MipSlice = Desc.Texture3D.MostDetailedMip;
break;
case D3D10_SRV_DIMENSION_TEXTURECUBE:
MipSlice = Desc.TextureCube.MostDetailedMip;
ArraySize = 6;
break;
case D3D10_SRV_DIMENSION_UNKNOWN:
default:
assert(0);
return;
}
for (UINT ArraySlice = FirstArraySlice; ArraySlice < FirstArraySlice + ArraySize; ++ArraySlice) {
image::Image *image;
image = getSubResourceImage(pDevice, pResource, Desc.Format, ArraySlice, MipSlice);
if (image) {
char label[64];
_snprintf(label, sizeof label,
"%s_RESOURCE_%u_ARRAY_%u_LEVEL_%u",
shader, stage, ArraySlice, MipSlice);
writer.beginMember(label);
writer.writeImage(image);
writer.endMember(); // *_RESOURCE_*
delete image;
}
}
}