void dumpTextures(JSONWriter &json, ID3D11DeviceContext *pDevice) { json.beginMember("textures"); json.beginObject(); ID3D11ShaderResourceView *pShaderResourceViews[D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT]; pDevice->VSGetShaderResources(0, ARRAYSIZE(pShaderResourceViews), pShaderResourceViews); dumpStageTextures(json, pDevice, "VS", ARRAYSIZE(pShaderResourceViews), pShaderResourceViews); pDevice->HSGetShaderResources(0, ARRAYSIZE(pShaderResourceViews), pShaderResourceViews); dumpStageTextures(json, pDevice, "HS", ARRAYSIZE(pShaderResourceViews), pShaderResourceViews); pDevice->DSGetShaderResources(0, ARRAYSIZE(pShaderResourceViews), pShaderResourceViews); dumpStageTextures(json, pDevice, "DS", ARRAYSIZE(pShaderResourceViews), pShaderResourceViews); pDevice->GSGetShaderResources(0, ARRAYSIZE(pShaderResourceViews), pShaderResourceViews); dumpStageTextures(json, pDevice, "GS", ARRAYSIZE(pShaderResourceViews), pShaderResourceViews); pDevice->PSGetShaderResources(0, ARRAYSIZE(pShaderResourceViews), pShaderResourceViews); dumpStageTextures(json, pDevice, "PS", ARRAYSIZE(pShaderResourceViews), pShaderResourceViews); json.endObject(); json.endMember(); // textures }
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 }