D3DReflectionDumper.cpp 30 KB

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  1. ///////////////////////////////////////////////////////////////////////////////
  2. // //
  3. // D3DReflectionDumper.cpp //
  4. // Copyright (C) Microsoft Corporation. All rights reserved. //
  5. // This file is distributed under the University of Illinois Open Source //
  6. // License. See LICENSE.TXT for details. //
  7. // //
  8. // Use this to dump D3D Reflection data for testing. //
  9. // //
  10. ///////////////////////////////////////////////////////////////////////////////
  11. #include "dxc/Support/Global.h"
  12. #include "dxc/test/D3DReflectionDumper.h"
  13. #include "dxc/DxilContainer/DxilContainer.h"
  14. #include <sstream>
  15. // Copied from llvm/ADT/StringExtras.h
  16. static inline char hexdigit(unsigned X, bool LowerCase = false) {
  17. const char HexChar = LowerCase ? 'a' : 'A';
  18. return X < 10 ? '0' + X : HexChar + X - 10;
  19. }
  20. // Copied from lib/IR/AsmWriter.cpp
  21. // PrintEscapedString - Print each character of the specified string, escaping
  22. // it if it is not printable or if it is an escape char.
  23. static std::string EscapedString(const char *text) {
  24. std::ostringstream ss;
  25. size_t size = strlen(text);
  26. for (unsigned i = 0, e = size; i != e; ++i) {
  27. unsigned char C = text[i];
  28. if (isprint(C) && C != '\\' && C != '"')
  29. ss << C;
  30. else
  31. ss << '\\' << hexdigit(C >> 4) << hexdigit(C & 0x0F);
  32. }
  33. return ss.str();
  34. }
  35. LPCSTR ToString(D3D_CBUFFER_TYPE CBType) {
  36. switch (CBType) {
  37. case D3D_CT_CBUFFER: return "D3D_CT_CBUFFER";
  38. case D3D_CT_TBUFFER: return "D3D_CT_TBUFFER";
  39. case D3D_CT_INTERFACE_POINTERS: return "D3D_CT_INTERFACE_POINTERS";
  40. case D3D_CT_RESOURCE_BIND_INFO: return "D3D_CT_RESOURCE_BIND_INFO";
  41. default: return nullptr;
  42. }
  43. }
  44. LPCSTR ToString(D3D_SHADER_INPUT_TYPE Type) {
  45. switch ((UINT32)Type) {
  46. case D3D_SIT_CBUFFER: return "D3D_SIT_CBUFFER";
  47. case D3D_SIT_TBUFFER: return "D3D_SIT_TBUFFER";
  48. case D3D_SIT_TEXTURE: return "D3D_SIT_TEXTURE";
  49. case D3D_SIT_SAMPLER: return "D3D_SIT_SAMPLER";
  50. case D3D_SIT_UAV_RWTYPED: return "D3D_SIT_UAV_RWTYPED";
  51. case D3D_SIT_STRUCTURED: return "D3D_SIT_STRUCTURED";
  52. case D3D_SIT_UAV_RWSTRUCTURED: return "D3D_SIT_UAV_RWSTRUCTURED";
  53. case D3D_SIT_BYTEADDRESS: return "D3D_SIT_BYTEADDRESS";
  54. case D3D_SIT_UAV_RWBYTEADDRESS: return "D3D_SIT_UAV_RWBYTEADDRESS";
  55. case D3D_SIT_UAV_APPEND_STRUCTURED: return "D3D_SIT_UAV_APPEND_STRUCTURED";
  56. case D3D_SIT_UAV_CONSUME_STRUCTURED: return "D3D_SIT_UAV_CONSUME_STRUCTURED";
  57. case D3D_SIT_UAV_RWSTRUCTURED_WITH_COUNTER: return "D3D_SIT_UAV_RWSTRUCTURED_WITH_COUNTER";
  58. case (D3D_SIT_UAV_RWSTRUCTURED_WITH_COUNTER + 1): return "D3D_SIT_RTACCELERATIONSTRUCTURE";
  59. case (D3D_SIT_UAV_RWSTRUCTURED_WITH_COUNTER + 2): return "D3D_SIT_UAV_FEEDBACKTEXTURE";
  60. default: return nullptr;
  61. }
  62. }
  63. LPCSTR ToString(D3D_RESOURCE_RETURN_TYPE ReturnType) {
  64. switch (ReturnType) {
  65. case D3D_RETURN_TYPE_UNORM: return "D3D_RETURN_TYPE_UNORM";
  66. case D3D_RETURN_TYPE_SNORM: return "D3D_RETURN_TYPE_SNORM";
  67. case D3D_RETURN_TYPE_SINT: return "D3D_RETURN_TYPE_SINT";
  68. case D3D_RETURN_TYPE_UINT: return "D3D_RETURN_TYPE_UINT";
  69. case D3D_RETURN_TYPE_FLOAT: return "D3D_RETURN_TYPE_FLOAT";
  70. case D3D_RETURN_TYPE_MIXED: return "D3D_RETURN_TYPE_MIXED";
  71. case D3D_RETURN_TYPE_DOUBLE: return "D3D_RETURN_TYPE_DOUBLE";
  72. case D3D_RETURN_TYPE_CONTINUED: return "D3D_RETURN_TYPE_CONTINUED";
  73. default: return nullptr;
  74. }
  75. }
  76. LPCSTR ToString(D3D_SRV_DIMENSION Dimension) {
  77. switch (Dimension) {
  78. case D3D_SRV_DIMENSION_UNKNOWN: return "D3D_SRV_DIMENSION_UNKNOWN";
  79. case D3D_SRV_DIMENSION_BUFFER: return "D3D_SRV_DIMENSION_BUFFER";
  80. case D3D_SRV_DIMENSION_TEXTURE1D: return "D3D_SRV_DIMENSION_TEXTURE1D";
  81. case D3D_SRV_DIMENSION_TEXTURE1DARRAY: return "D3D_SRV_DIMENSION_TEXTURE1DARRAY";
  82. case D3D_SRV_DIMENSION_TEXTURE2D: return "D3D_SRV_DIMENSION_TEXTURE2D";
  83. case D3D_SRV_DIMENSION_TEXTURE2DARRAY: return "D3D_SRV_DIMENSION_TEXTURE2DARRAY";
  84. case D3D_SRV_DIMENSION_TEXTURE2DMS: return "D3D_SRV_DIMENSION_TEXTURE2DMS";
  85. case D3D_SRV_DIMENSION_TEXTURE2DMSARRAY: return "D3D_SRV_DIMENSION_TEXTURE2DMSARRAY";
  86. case D3D_SRV_DIMENSION_TEXTURE3D: return "D3D_SRV_DIMENSION_TEXTURE3D";
  87. case D3D_SRV_DIMENSION_TEXTURECUBE: return "D3D_SRV_DIMENSION_TEXTURECUBE";
  88. case D3D_SRV_DIMENSION_TEXTURECUBEARRAY: return "D3D_SRV_DIMENSION_TEXTURECUBEARRAY";
  89. case D3D_SRV_DIMENSION_BUFFEREX: return "D3D_SRV_DIMENSION_BUFFEREX";
  90. default: return nullptr;
  91. }
  92. }
  93. LPCSTR ToString(D3D_PRIMITIVE_TOPOLOGY GSOutputTopology) {
  94. switch (GSOutputTopology) {
  95. case D3D_PRIMITIVE_TOPOLOGY_UNDEFINED: return "D3D_PRIMITIVE_TOPOLOGY_UNDEFINED";
  96. case D3D_PRIMITIVE_TOPOLOGY_POINTLIST: return "D3D_PRIMITIVE_TOPOLOGY_POINTLIST";
  97. case D3D_PRIMITIVE_TOPOLOGY_LINELIST: return "D3D_PRIMITIVE_TOPOLOGY_LINELIST";
  98. case D3D_PRIMITIVE_TOPOLOGY_LINESTRIP: return "D3D_PRIMITIVE_TOPOLOGY_LINESTRIP";
  99. case D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST: return "D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST";
  100. case D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP: return "D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP";
  101. case D3D_PRIMITIVE_TOPOLOGY_LINELIST_ADJ: return "D3D_PRIMITIVE_TOPOLOGY_LINELIST_ADJ";
  102. case D3D_PRIMITIVE_TOPOLOGY_LINESTRIP_ADJ: return "D3D_PRIMITIVE_TOPOLOGY_LINESTRIP_ADJ";
  103. case D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST_ADJ: return "D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST_ADJ";
  104. case D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP_ADJ: return "D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP_ADJ";
  105. case D3D_PRIMITIVE_TOPOLOGY_1_CONTROL_POINT_PATCHLIST: return "D3D_PRIMITIVE_TOPOLOGY_1_CONTROL_POINT_PATCHLIST";
  106. case D3D_PRIMITIVE_TOPOLOGY_2_CONTROL_POINT_PATCHLIST: return "D3D_PRIMITIVE_TOPOLOGY_2_CONTROL_POINT_PATCHLIST";
  107. case D3D_PRIMITIVE_TOPOLOGY_3_CONTROL_POINT_PATCHLIST: return "D3D_PRIMITIVE_TOPOLOGY_3_CONTROL_POINT_PATCHLIST";
  108. case D3D_PRIMITIVE_TOPOLOGY_4_CONTROL_POINT_PATCHLIST: return "D3D_PRIMITIVE_TOPOLOGY_4_CONTROL_POINT_PATCHLIST";
  109. case D3D_PRIMITIVE_TOPOLOGY_5_CONTROL_POINT_PATCHLIST: return "D3D_PRIMITIVE_TOPOLOGY_5_CONTROL_POINT_PATCHLIST";
  110. case D3D_PRIMITIVE_TOPOLOGY_6_CONTROL_POINT_PATCHLIST: return "D3D_PRIMITIVE_TOPOLOGY_6_CONTROL_POINT_PATCHLIST";
  111. case D3D_PRIMITIVE_TOPOLOGY_7_CONTROL_POINT_PATCHLIST: return "D3D_PRIMITIVE_TOPOLOGY_7_CONTROL_POINT_PATCHLIST";
  112. case D3D_PRIMITIVE_TOPOLOGY_8_CONTROL_POINT_PATCHLIST: return "D3D_PRIMITIVE_TOPOLOGY_8_CONTROL_POINT_PATCHLIST";
  113. case D3D_PRIMITIVE_TOPOLOGY_9_CONTROL_POINT_PATCHLIST: return "D3D_PRIMITIVE_TOPOLOGY_9_CONTROL_POINT_PATCHLIST";
  114. case D3D_PRIMITIVE_TOPOLOGY_10_CONTROL_POINT_PATCHLIST: return "D3D_PRIMITIVE_TOPOLOGY_10_CONTROL_POINT_PATCHLIST";
  115. case D3D_PRIMITIVE_TOPOLOGY_11_CONTROL_POINT_PATCHLIST: return "D3D_PRIMITIVE_TOPOLOGY_11_CONTROL_POINT_PATCHLIST";
  116. case D3D_PRIMITIVE_TOPOLOGY_12_CONTROL_POINT_PATCHLIST: return "D3D_PRIMITIVE_TOPOLOGY_12_CONTROL_POINT_PATCHLIST";
  117. case D3D_PRIMITIVE_TOPOLOGY_13_CONTROL_POINT_PATCHLIST: return "D3D_PRIMITIVE_TOPOLOGY_13_CONTROL_POINT_PATCHLIST";
  118. case D3D_PRIMITIVE_TOPOLOGY_14_CONTROL_POINT_PATCHLIST: return "D3D_PRIMITIVE_TOPOLOGY_14_CONTROL_POINT_PATCHLIST";
  119. case D3D_PRIMITIVE_TOPOLOGY_15_CONTROL_POINT_PATCHLIST: return "D3D_PRIMITIVE_TOPOLOGY_15_CONTROL_POINT_PATCHLIST";
  120. case D3D_PRIMITIVE_TOPOLOGY_16_CONTROL_POINT_PATCHLIST: return "D3D_PRIMITIVE_TOPOLOGY_16_CONTROL_POINT_PATCHLIST";
  121. case D3D_PRIMITIVE_TOPOLOGY_17_CONTROL_POINT_PATCHLIST: return "D3D_PRIMITIVE_TOPOLOGY_17_CONTROL_POINT_PATCHLIST";
  122. case D3D_PRIMITIVE_TOPOLOGY_18_CONTROL_POINT_PATCHLIST: return "D3D_PRIMITIVE_TOPOLOGY_18_CONTROL_POINT_PATCHLIST";
  123. case D3D_PRIMITIVE_TOPOLOGY_19_CONTROL_POINT_PATCHLIST: return "D3D_PRIMITIVE_TOPOLOGY_19_CONTROL_POINT_PATCHLIST";
  124. case D3D_PRIMITIVE_TOPOLOGY_20_CONTROL_POINT_PATCHLIST: return "D3D_PRIMITIVE_TOPOLOGY_20_CONTROL_POINT_PATCHLIST";
  125. case D3D_PRIMITIVE_TOPOLOGY_21_CONTROL_POINT_PATCHLIST: return "D3D_PRIMITIVE_TOPOLOGY_21_CONTROL_POINT_PATCHLIST";
  126. case D3D_PRIMITIVE_TOPOLOGY_22_CONTROL_POINT_PATCHLIST: return "D3D_PRIMITIVE_TOPOLOGY_22_CONTROL_POINT_PATCHLIST";
  127. case D3D_PRIMITIVE_TOPOLOGY_23_CONTROL_POINT_PATCHLIST: return "D3D_PRIMITIVE_TOPOLOGY_23_CONTROL_POINT_PATCHLIST";
  128. case D3D_PRIMITIVE_TOPOLOGY_24_CONTROL_POINT_PATCHLIST: return "D3D_PRIMITIVE_TOPOLOGY_24_CONTROL_POINT_PATCHLIST";
  129. case D3D_PRIMITIVE_TOPOLOGY_25_CONTROL_POINT_PATCHLIST: return "D3D_PRIMITIVE_TOPOLOGY_25_CONTROL_POINT_PATCHLIST";
  130. case D3D_PRIMITIVE_TOPOLOGY_26_CONTROL_POINT_PATCHLIST: return "D3D_PRIMITIVE_TOPOLOGY_26_CONTROL_POINT_PATCHLIST";
  131. case D3D_PRIMITIVE_TOPOLOGY_27_CONTROL_POINT_PATCHLIST: return "D3D_PRIMITIVE_TOPOLOGY_27_CONTROL_POINT_PATCHLIST";
  132. case D3D_PRIMITIVE_TOPOLOGY_28_CONTROL_POINT_PATCHLIST: return "D3D_PRIMITIVE_TOPOLOGY_28_CONTROL_POINT_PATCHLIST";
  133. case D3D_PRIMITIVE_TOPOLOGY_29_CONTROL_POINT_PATCHLIST: return "D3D_PRIMITIVE_TOPOLOGY_29_CONTROL_POINT_PATCHLIST";
  134. case D3D_PRIMITIVE_TOPOLOGY_30_CONTROL_POINT_PATCHLIST: return "D3D_PRIMITIVE_TOPOLOGY_30_CONTROL_POINT_PATCHLIST";
  135. case D3D_PRIMITIVE_TOPOLOGY_31_CONTROL_POINT_PATCHLIST: return "D3D_PRIMITIVE_TOPOLOGY_31_CONTROL_POINT_PATCHLIST";
  136. case D3D_PRIMITIVE_TOPOLOGY_32_CONTROL_POINT_PATCHLIST: return "D3D_PRIMITIVE_TOPOLOGY_32_CONTROL_POINT_PATCHLIST";
  137. default: return nullptr;
  138. }
  139. }
  140. LPCSTR ToString(D3D_PRIMITIVE InputPrimitive) {
  141. switch (InputPrimitive) {
  142. case D3D_PRIMITIVE_UNDEFINED: return "D3D_PRIMITIVE_UNDEFINED";
  143. case D3D_PRIMITIVE_POINT: return "D3D_PRIMITIVE_POINT";
  144. case D3D_PRIMITIVE_LINE: return "D3D_PRIMITIVE_LINE";
  145. case D3D_PRIMITIVE_TRIANGLE: return "D3D_PRIMITIVE_TRIANGLE";
  146. case D3D_PRIMITIVE_LINE_ADJ: return "D3D_PRIMITIVE_LINE_ADJ";
  147. case D3D_PRIMITIVE_TRIANGLE_ADJ: return "D3D_PRIMITIVE_TRIANGLE_ADJ";
  148. case D3D_PRIMITIVE_1_CONTROL_POINT_PATCH: return "D3D_PRIMITIVE_1_CONTROL_POINT_PATCH";
  149. case D3D_PRIMITIVE_2_CONTROL_POINT_PATCH: return "D3D_PRIMITIVE_2_CONTROL_POINT_PATCH";
  150. case D3D_PRIMITIVE_3_CONTROL_POINT_PATCH: return "D3D_PRIMITIVE_3_CONTROL_POINT_PATCH";
  151. case D3D_PRIMITIVE_4_CONTROL_POINT_PATCH: return "D3D_PRIMITIVE_4_CONTROL_POINT_PATCH";
  152. case D3D_PRIMITIVE_5_CONTROL_POINT_PATCH: return "D3D_PRIMITIVE_5_CONTROL_POINT_PATCH";
  153. case D3D_PRIMITIVE_6_CONTROL_POINT_PATCH: return "D3D_PRIMITIVE_6_CONTROL_POINT_PATCH";
  154. case D3D_PRIMITIVE_7_CONTROL_POINT_PATCH: return "D3D_PRIMITIVE_7_CONTROL_POINT_PATCH";
  155. case D3D_PRIMITIVE_8_CONTROL_POINT_PATCH: return "D3D_PRIMITIVE_8_CONTROL_POINT_PATCH";
  156. case D3D_PRIMITIVE_9_CONTROL_POINT_PATCH: return "D3D_PRIMITIVE_9_CONTROL_POINT_PATCH";
  157. case D3D_PRIMITIVE_10_CONTROL_POINT_PATCH: return "D3D_PRIMITIVE_10_CONTROL_POINT_PATCH";
  158. case D3D_PRIMITIVE_11_CONTROL_POINT_PATCH: return "D3D_PRIMITIVE_11_CONTROL_POINT_PATCH";
  159. case D3D_PRIMITIVE_12_CONTROL_POINT_PATCH: return "D3D_PRIMITIVE_12_CONTROL_POINT_PATCH";
  160. case D3D_PRIMITIVE_13_CONTROL_POINT_PATCH: return "D3D_PRIMITIVE_13_CONTROL_POINT_PATCH";
  161. case D3D_PRIMITIVE_14_CONTROL_POINT_PATCH: return "D3D_PRIMITIVE_14_CONTROL_POINT_PATCH";
  162. case D3D_PRIMITIVE_15_CONTROL_POINT_PATCH: return "D3D_PRIMITIVE_15_CONTROL_POINT_PATCH";
  163. case D3D_PRIMITIVE_16_CONTROL_POINT_PATCH: return "D3D_PRIMITIVE_16_CONTROL_POINT_PATCH";
  164. case D3D_PRIMITIVE_17_CONTROL_POINT_PATCH: return "D3D_PRIMITIVE_17_CONTROL_POINT_PATCH";
  165. case D3D_PRIMITIVE_18_CONTROL_POINT_PATCH: return "D3D_PRIMITIVE_18_CONTROL_POINT_PATCH";
  166. case D3D_PRIMITIVE_19_CONTROL_POINT_PATCH: return "D3D_PRIMITIVE_19_CONTROL_POINT_PATCH";
  167. case D3D_PRIMITIVE_20_CONTROL_POINT_PATCH: return "D3D_PRIMITIVE_20_CONTROL_POINT_PATCH";
  168. case D3D_PRIMITIVE_21_CONTROL_POINT_PATCH: return "D3D_PRIMITIVE_21_CONTROL_POINT_PATCH";
  169. case D3D_PRIMITIVE_22_CONTROL_POINT_PATCH: return "D3D_PRIMITIVE_22_CONTROL_POINT_PATCH";
  170. case D3D_PRIMITIVE_23_CONTROL_POINT_PATCH: return "D3D_PRIMITIVE_23_CONTROL_POINT_PATCH";
  171. case D3D_PRIMITIVE_24_CONTROL_POINT_PATCH: return "D3D_PRIMITIVE_24_CONTROL_POINT_PATCH";
  172. case D3D_PRIMITIVE_25_CONTROL_POINT_PATCH: return "D3D_PRIMITIVE_25_CONTROL_POINT_PATCH";
  173. case D3D_PRIMITIVE_26_CONTROL_POINT_PATCH: return "D3D_PRIMITIVE_26_CONTROL_POINT_PATCH";
  174. case D3D_PRIMITIVE_27_CONTROL_POINT_PATCH: return "D3D_PRIMITIVE_27_CONTROL_POINT_PATCH";
  175. case D3D_PRIMITIVE_28_CONTROL_POINT_PATCH: return "D3D_PRIMITIVE_28_CONTROL_POINT_PATCH";
  176. case D3D_PRIMITIVE_29_CONTROL_POINT_PATCH: return "D3D_PRIMITIVE_29_CONTROL_POINT_PATCH";
  177. case D3D_PRIMITIVE_30_CONTROL_POINT_PATCH: return "D3D_PRIMITIVE_30_CONTROL_POINT_PATCH";
  178. case D3D_PRIMITIVE_31_CONTROL_POINT_PATCH: return "D3D_PRIMITIVE_31_CONTROL_POINT_PATCH";
  179. case D3D_PRIMITIVE_32_CONTROL_POINT_PATCH: return "D3D_PRIMITIVE_32_CONTROL_POINT_PATCH";
  180. default: return nullptr;
  181. }
  182. }
  183. LPCSTR ToString(D3D_TESSELLATOR_OUTPUT_PRIMITIVE HSOutputPrimitive) {
  184. switch (HSOutputPrimitive) {
  185. case D3D_TESSELLATOR_OUTPUT_UNDEFINED: return "D3D_TESSELLATOR_OUTPUT_UNDEFINED";
  186. case D3D_TESSELLATOR_OUTPUT_POINT: return "D3D_TESSELLATOR_OUTPUT_POINT";
  187. case D3D_TESSELLATOR_OUTPUT_LINE: return "D3D_TESSELLATOR_OUTPUT_LINE";
  188. case D3D_TESSELLATOR_OUTPUT_TRIANGLE_CW: return "D3D_TESSELLATOR_OUTPUT_TRIANGLE_CW";
  189. case D3D_TESSELLATOR_OUTPUT_TRIANGLE_CCW: return "D3D_TESSELLATOR_OUTPUT_TRIANGLE_CCW";
  190. default: return nullptr;
  191. }
  192. }
  193. LPCSTR ToString(D3D_TESSELLATOR_PARTITIONING HSPartitioning) {
  194. switch (HSPartitioning) {
  195. case D3D_TESSELLATOR_PARTITIONING_UNDEFINED: return "D3D_TESSELLATOR_PARTITIONING_UNDEFINED";
  196. case D3D_TESSELLATOR_PARTITIONING_INTEGER: return "D3D_TESSELLATOR_PARTITIONING_INTEGER";
  197. case D3D_TESSELLATOR_PARTITIONING_POW2: return "D3D_TESSELLATOR_PARTITIONING_POW2";
  198. case D3D_TESSELLATOR_PARTITIONING_FRACTIONAL_ODD: return "D3D_TESSELLATOR_PARTITIONING_FRACTIONAL_ODD";
  199. case D3D_TESSELLATOR_PARTITIONING_FRACTIONAL_EVEN: return "D3D_TESSELLATOR_PARTITIONING_FRACTIONAL_EVEN";
  200. default: return nullptr;
  201. }
  202. }
  203. LPCSTR ToString(D3D_TESSELLATOR_DOMAIN TessellatorDomain) {
  204. switch (TessellatorDomain) {
  205. case D3D_TESSELLATOR_DOMAIN_UNDEFINED: return "D3D_TESSELLATOR_DOMAIN_UNDEFINED";
  206. case D3D_TESSELLATOR_DOMAIN_ISOLINE: return "D3D_TESSELLATOR_DOMAIN_ISOLINE";
  207. case D3D_TESSELLATOR_DOMAIN_TRI: return "D3D_TESSELLATOR_DOMAIN_TRI";
  208. case D3D_TESSELLATOR_DOMAIN_QUAD: return "D3D_TESSELLATOR_DOMAIN_QUAD";
  209. default: return nullptr;
  210. }
  211. }
  212. LPCSTR ToString(D3D_SHADER_VARIABLE_CLASS Class) {
  213. switch (Class) {
  214. case D3D_SVC_SCALAR: return "D3D_SVC_SCALAR";
  215. case D3D_SVC_VECTOR: return "D3D_SVC_VECTOR";
  216. case D3D_SVC_MATRIX_ROWS: return "D3D_SVC_MATRIX_ROWS";
  217. case D3D_SVC_MATRIX_COLUMNS: return "D3D_SVC_MATRIX_COLUMNS";
  218. case D3D_SVC_OBJECT: return "D3D_SVC_OBJECT";
  219. case D3D_SVC_STRUCT: return "D3D_SVC_STRUCT";
  220. case D3D_SVC_INTERFACE_CLASS: return "D3D_SVC_INTERFACE_CLASS";
  221. case D3D_SVC_INTERFACE_POINTER: return "D3D_SVC_INTERFACE_POINTER";
  222. default: return nullptr;
  223. }
  224. }
  225. LPCSTR ToString(D3D_SHADER_VARIABLE_TYPE Type) {
  226. switch (Type) {
  227. case D3D_SVT_VOID: return "D3D_SVT_VOID";
  228. case D3D_SVT_BOOL: return "D3D_SVT_BOOL";
  229. case D3D_SVT_INT: return "D3D_SVT_INT";
  230. case D3D_SVT_FLOAT: return "D3D_SVT_FLOAT";
  231. case D3D_SVT_STRING: return "D3D_SVT_STRING";
  232. case D3D_SVT_TEXTURE: return "D3D_SVT_TEXTURE";
  233. case D3D_SVT_TEXTURE1D: return "D3D_SVT_TEXTURE1D";
  234. case D3D_SVT_TEXTURE2D: return "D3D_SVT_TEXTURE2D";
  235. case D3D_SVT_TEXTURE3D: return "D3D_SVT_TEXTURE3D";
  236. case D3D_SVT_TEXTURECUBE: return "D3D_SVT_TEXTURECUBE";
  237. case D3D_SVT_SAMPLER: return "D3D_SVT_SAMPLER";
  238. case D3D_SVT_SAMPLER1D: return "D3D_SVT_SAMPLER1D";
  239. case D3D_SVT_SAMPLER2D: return "D3D_SVT_SAMPLER2D";
  240. case D3D_SVT_SAMPLER3D: return "D3D_SVT_SAMPLER3D";
  241. case D3D_SVT_SAMPLERCUBE: return "D3D_SVT_SAMPLERCUBE";
  242. case D3D_SVT_PIXELSHADER: return "D3D_SVT_PIXELSHADER";
  243. case D3D_SVT_VERTEXSHADER: return "D3D_SVT_VERTEXSHADER";
  244. case D3D_SVT_PIXELFRAGMENT: return "D3D_SVT_PIXELFRAGMENT";
  245. case D3D_SVT_VERTEXFRAGMENT: return "D3D_SVT_VERTEXFRAGMENT";
  246. case D3D_SVT_UINT: return "D3D_SVT_UINT";
  247. case D3D_SVT_UINT8: return "D3D_SVT_UINT8";
  248. case D3D_SVT_GEOMETRYSHADER: return "D3D_SVT_GEOMETRYSHADER";
  249. case D3D_SVT_RASTERIZER: return "D3D_SVT_RASTERIZER";
  250. case D3D_SVT_DEPTHSTENCIL: return "D3D_SVT_DEPTHSTENCIL";
  251. case D3D_SVT_BLEND: return "D3D_SVT_BLEND";
  252. case D3D_SVT_BUFFER: return "D3D_SVT_BUFFER";
  253. case D3D_SVT_CBUFFER: return "D3D_SVT_CBUFFER";
  254. case D3D_SVT_TBUFFER: return "D3D_SVT_TBUFFER";
  255. case D3D_SVT_TEXTURE1DARRAY: return "D3D_SVT_TEXTURE1DARRAY";
  256. case D3D_SVT_TEXTURE2DARRAY: return "D3D_SVT_TEXTURE2DARRAY";
  257. case D3D_SVT_RENDERTARGETVIEW: return "D3D_SVT_RENDERTARGETVIEW";
  258. case D3D_SVT_DEPTHSTENCILVIEW: return "D3D_SVT_DEPTHSTENCILVIEW";
  259. case D3D_SVT_TEXTURE2DMS: return "D3D_SVT_TEXTURE2DMS";
  260. case D3D_SVT_TEXTURE2DMSARRAY: return "D3D_SVT_TEXTURE2DMSARRAY";
  261. case D3D_SVT_TEXTURECUBEARRAY: return "D3D_SVT_TEXTURECUBEARRAY";
  262. case D3D_SVT_HULLSHADER: return "D3D_SVT_HULLSHADER";
  263. case D3D_SVT_DOMAINSHADER: return "D3D_SVT_DOMAINSHADER";
  264. case D3D_SVT_INTERFACE_POINTER: return "D3D_SVT_INTERFACE_POINTER";
  265. case D3D_SVT_COMPUTESHADER: return "D3D_SVT_COMPUTESHADER";
  266. case D3D_SVT_DOUBLE: return "D3D_SVT_DOUBLE";
  267. case D3D_SVT_RWTEXTURE1D: return "D3D_SVT_RWTEXTURE1D";
  268. case D3D_SVT_RWTEXTURE1DARRAY: return "D3D_SVT_RWTEXTURE1DARRAY";
  269. case D3D_SVT_RWTEXTURE2D: return "D3D_SVT_RWTEXTURE2D";
  270. case D3D_SVT_RWTEXTURE2DARRAY: return "D3D_SVT_RWTEXTURE2DARRAY";
  271. case D3D_SVT_RWTEXTURE3D: return "D3D_SVT_RWTEXTURE3D";
  272. case D3D_SVT_RWBUFFER: return "D3D_SVT_RWBUFFER";
  273. case D3D_SVT_BYTEADDRESS_BUFFER: return "D3D_SVT_BYTEADDRESS_BUFFER";
  274. case D3D_SVT_RWBYTEADDRESS_BUFFER: return "D3D_SVT_RWBYTEADDRESS_BUFFER";
  275. case D3D_SVT_STRUCTURED_BUFFER: return "D3D_SVT_STRUCTURED_BUFFER";
  276. case D3D_SVT_RWSTRUCTURED_BUFFER: return "D3D_SVT_RWSTRUCTURED_BUFFER";
  277. case D3D_SVT_APPEND_STRUCTURED_BUFFER: return "D3D_SVT_APPEND_STRUCTURED_BUFFER";
  278. case D3D_SVT_CONSUME_STRUCTURED_BUFFER: return "D3D_SVT_CONSUME_STRUCTURED_BUFFER";
  279. case D3D_SVT_MIN8FLOAT: return "D3D_SVT_MIN8FLOAT";
  280. case D3D_SVT_MIN10FLOAT: return "D3D_SVT_MIN10FLOAT";
  281. case D3D_SVT_MIN16FLOAT: return "D3D_SVT_MIN16FLOAT";
  282. case D3D_SVT_MIN12INT: return "D3D_SVT_MIN12INT";
  283. case D3D_SVT_MIN16INT: return "D3D_SVT_MIN16INT";
  284. case D3D_SVT_MIN16UINT: return "D3D_SVT_MIN16UINT";
  285. default: return nullptr;
  286. }
  287. }
  288. void D3DReflectionDumper::DumpDefaultValue(LPCVOID pDefaultValue, UINT Size) {
  289. WriteLn("DefaultValue: ", pDefaultValue ? "<present>" : "<nullptr>"); // TODO: Dump DefaultValue
  290. }
  291. void D3DReflectionDumper::DumpShaderVersion(UINT Version) {
  292. const char *szType = "<unknown>";
  293. UINT Type = D3D12_SHVER_GET_TYPE(Version);
  294. switch (Type) {
  295. case (UINT)hlsl::DXIL::ShaderKind::Pixel: szType = "Pixel"; break;
  296. case (UINT)hlsl::DXIL::ShaderKind::Vertex: szType = "Vertex"; break;
  297. case (UINT)hlsl::DXIL::ShaderKind::Geometry: szType = "Geometry"; break;
  298. case (UINT)hlsl::DXIL::ShaderKind::Hull: szType = "Hull"; break;
  299. case (UINT)hlsl::DXIL::ShaderKind::Domain: szType = "Domain"; break;
  300. case (UINT)hlsl::DXIL::ShaderKind::Compute: szType = "Compute"; break;
  301. case (UINT)hlsl::DXIL::ShaderKind::Library: szType = "Library"; break;
  302. case (UINT)hlsl::DXIL::ShaderKind::RayGeneration: szType = "RayGeneration"; break;
  303. case (UINT)hlsl::DXIL::ShaderKind::Intersection: szType = "Intersection"; break;
  304. case (UINT)hlsl::DXIL::ShaderKind::AnyHit: szType = "AnyHit"; break;
  305. case (UINT)hlsl::DXIL::ShaderKind::ClosestHit: szType = "ClosestHit"; break;
  306. case (UINT)hlsl::DXIL::ShaderKind::Miss: szType = "Miss"; break;
  307. case (UINT)hlsl::DXIL::ShaderKind::Callable: szType = "Callable"; break;
  308. case (UINT)hlsl::DXIL::ShaderKind::Mesh: szType = "Mesh"; break;
  309. case (UINT)hlsl::DXIL::ShaderKind::Amplification: szType = "Amplification"; break;
  310. case (UINT)hlsl::DXIL::ShaderKind::Invalid: szType = "Invalid"; break;
  311. }
  312. UINT Major = D3D12_SHVER_GET_MAJOR(Version);
  313. UINT Minor = D3D12_SHVER_GET_MINOR(Version);
  314. WriteLn("Shader Version: ", szType, " ", Major, ".", Minor);
  315. }
  316. void D3DReflectionDumper::Dump(D3D12_SHADER_TYPE_DESC &tyDesc) {
  317. SetLastName(tyDesc.Name);
  318. WriteLn("D3D12_SHADER_TYPE_DESC: Name: ", m_LastName);
  319. Indent();
  320. DumpEnum("Class", tyDesc.Class);
  321. DumpEnum("Type", tyDesc.Type);
  322. WriteLn("Elements: ", tyDesc.Elements);
  323. WriteLn("Rows: ", tyDesc.Rows);
  324. WriteLn("Columns: ", tyDesc.Columns);
  325. WriteLn("Members: ", tyDesc.Members);
  326. WriteLn("Offset: ", tyDesc.Offset);
  327. Dedent();
  328. }
  329. void D3DReflectionDumper::Dump(D3D12_SHADER_VARIABLE_DESC &varDesc) {
  330. SetLastName(varDesc.Name);
  331. WriteLn("D3D12_SHADER_VARIABLE_DESC: Name: ", m_LastName);
  332. Indent();
  333. WriteLn("Size: ", varDesc.Size);
  334. WriteLn("StartOffset: ", varDesc.StartOffset);
  335. WriteLn("uFlags: ", std::hex, std::showbase, varDesc.uFlags);
  336. DumpDefaultValue(varDesc.DefaultValue, varDesc.Size);
  337. Dedent();
  338. }
  339. void D3DReflectionDumper::Dump(D3D12_SHADER_BUFFER_DESC &Desc) {
  340. SetLastName(Desc.Name);
  341. WriteLn("D3D12_SHADER_BUFFER_DESC: Name: ", m_LastName);
  342. Indent();
  343. DumpEnum("Type", Desc.Type);
  344. WriteLn("Size: ", Desc.Size);
  345. WriteLn("uFlags: ", std::hex, std::showbase, Desc.uFlags);
  346. WriteLn("Num Variables: ", Desc.Variables);
  347. Dedent();
  348. }
  349. void D3DReflectionDumper::Dump(D3D12_SHADER_INPUT_BIND_DESC &resDesc) {
  350. SetLastName(resDesc.Name);
  351. WriteLn("D3D12_SHADER_BUFFER_DESC: Name: ", m_LastName);
  352. Indent();
  353. DumpEnum("Type", resDesc.Type);
  354. WriteLn("uID: ", resDesc.uID);
  355. WriteLn("BindCount: ", resDesc.BindCount);
  356. WriteLn("BindPoint: ", resDesc.BindPoint);
  357. WriteLn("Space: ", resDesc.Space);
  358. DumpEnum("ReturnType", resDesc.ReturnType);
  359. DumpEnum("Dimension", resDesc.Dimension);
  360. WriteLn("NumSamples (or stride): ", resDesc.NumSamples);
  361. WriteLn("uFlags: ", std::hex, std::showbase, resDesc.uFlags);
  362. Dedent();
  363. }
  364. void D3DReflectionDumper::Dump(D3D12_SHADER_DESC &Desc) {
  365. WriteLn("D3D12_SHADER_BUFFER_DESC:");
  366. Indent();
  367. DumpShaderVersion(Desc.Version);
  368. WriteLn("Creator: ", Desc.Creator ? Desc.Creator : "<nullptr>");
  369. WriteLn("Flags: ", std::hex, std::showbase, Desc.Flags);
  370. WriteLn("ConstantBuffers: ", Desc.ConstantBuffers);
  371. WriteLn("BoundResources: ", Desc.BoundResources);
  372. WriteLn("InputParameters: ", Desc.InputParameters);
  373. WriteLn("OutputParameters: ", Desc.OutputParameters);
  374. hlsl::DXIL::ShaderKind ShaderKind = (hlsl::DXIL::ShaderKind)D3D12_SHVER_GET_TYPE(Desc.Version);
  375. if (ShaderKind == hlsl::DXIL::ShaderKind::Geometry) {
  376. WriteLn("cGSInstanceCount: ", Desc.cGSInstanceCount);
  377. WriteLn("GSMaxOutputVertexCount: ", Desc.GSMaxOutputVertexCount);
  378. DumpEnum("GSOutputTopology", Desc.GSOutputTopology);
  379. DumpEnum("InputPrimitive", Desc.InputPrimitive);
  380. }
  381. if (ShaderKind == hlsl::DXIL::ShaderKind::Hull) {
  382. WriteLn("PatchConstantParameters: ", Desc.PatchConstantParameters);
  383. WriteLn("cControlPoints: ", Desc.cControlPoints);
  384. DumpEnum("InputPrimitive", Desc.InputPrimitive);
  385. DumpEnum("HSOutputPrimitive", Desc.HSOutputPrimitive);
  386. DumpEnum("HSPartitioning", Desc.HSPartitioning);
  387. DumpEnum("TessellatorDomain", Desc.TessellatorDomain);
  388. }
  389. if (ShaderKind == hlsl::DXIL::ShaderKind::Domain) {
  390. WriteLn("PatchConstantParameters: ", Desc.PatchConstantParameters);
  391. WriteLn("cControlPoints: ", Desc.cControlPoints);
  392. DumpEnum("TessellatorDomain", Desc.TessellatorDomain);
  393. }
  394. // TODO
  395. Dedent();
  396. }
  397. void D3DReflectionDumper::Dump(D3D12_FUNCTION_DESC &Desc) {
  398. SetLastName(Desc.Name);
  399. WriteLn("D3D12_FUNCTION_DESC: Name: ", EscapedString(m_LastName));
  400. Indent();
  401. DumpShaderVersion(Desc.Version);
  402. WriteLn("Creator: ", Desc.Creator ? Desc.Creator : "<nullptr>");
  403. WriteLn("Flags: ", std::hex, std::showbase, Desc.Flags);
  404. WriteLn("ConstantBuffers: ", Desc.ConstantBuffers);
  405. WriteLn("BoundResources: ", Desc.BoundResources);
  406. WriteLn("FunctionParameterCount: ", Desc.FunctionParameterCount);
  407. WriteLn("HasReturn: ", Desc.HasReturn ? "TRUE" : "FALSE");
  408. Dedent();
  409. }
  410. void D3DReflectionDumper::Dump(D3D12_LIBRARY_DESC &Desc) {
  411. WriteLn("D3D12_LIBRARY_DESC:");
  412. Indent();
  413. WriteLn("Creator: ", Desc.Creator ? Desc.Creator : "<nullptr>");
  414. WriteLn("Flags: ", std::hex, std::showbase, Desc.Flags);
  415. WriteLn("FunctionCount: ", Desc.FunctionCount);
  416. Dedent();
  417. }
  418. void D3DReflectionDumper::Dump(ID3D12ShaderReflectionType *pType) {
  419. WriteLn("ID3D12ShaderReflectionType:");
  420. Indent();
  421. D3D12_SHADER_TYPE_DESC tyDesc;
  422. if (!pType || FAILED(pType->GetDesc(&tyDesc))) {
  423. Failure("GetDesc");
  424. Dedent();
  425. return;
  426. }
  427. Dump(tyDesc);
  428. if (tyDesc.Members) {
  429. WriteLn("{");
  430. Indent();
  431. for (UINT uMember = 0; uMember < tyDesc.Members; uMember++) {
  432. Dump(pType->GetMemberTypeByIndex(uMember));
  433. }
  434. Dedent();
  435. WriteLn("}");
  436. }
  437. Dedent();
  438. }
  439. void D3DReflectionDumper::Dump(ID3D12ShaderReflectionVariable *pVar) {
  440. WriteLn("ID3D12ShaderReflectionVariable:");
  441. Indent();
  442. D3D12_SHADER_VARIABLE_DESC varDesc;
  443. if (!pVar || FAILED(pVar->GetDesc(&varDesc))) {
  444. Failure("GetDesc");
  445. Dedent();
  446. return;
  447. }
  448. Dump(varDesc);
  449. Dump(pVar->GetType());
  450. ID3D12ShaderReflectionConstantBuffer* pCB = pVar->GetBuffer();
  451. D3D12_SHADER_BUFFER_DESC CBDesc;
  452. if (pCB && SUCCEEDED(pCB->GetDesc(&CBDesc))) {
  453. WriteLn("CBuffer: ", CBDesc.Name);
  454. }
  455. Dedent();
  456. }
  457. void D3DReflectionDumper::Dump(ID3D12ShaderReflectionConstantBuffer *pCBReflection) {
  458. WriteLn("ID3D12ShaderReflectionConstantBuffer:");
  459. Indent();
  460. D3D12_SHADER_BUFFER_DESC Desc;
  461. if (!pCBReflection || FAILED(pCBReflection->GetDesc(&Desc))) {
  462. Failure("GetDesc");
  463. Dedent();
  464. return;
  465. }
  466. Dump(Desc);
  467. if (Desc.Variables) {
  468. WriteLn("{");
  469. Indent();
  470. bool bCheckByNameFailed = false;
  471. for (UINT uVar = 0; uVar < Desc.Variables; uVar++) {
  472. if (m_bCheckByName)
  473. SetLastName();
  474. ID3D12ShaderReflectionVariable *pVar = pCBReflection->GetVariableByIndex(uVar);
  475. Dump(pVar);
  476. if (m_bCheckByName) {
  477. if (pCBReflection->GetVariableByName(m_LastName) != pVar) {
  478. bCheckByNameFailed = true;
  479. Failure("GetVariableByName ", m_LastName);
  480. }
  481. }
  482. }
  483. if (m_bCheckByName && !bCheckByNameFailed) {
  484. WriteLn("GetVariableByName checks succeeded.");
  485. }
  486. Dedent();
  487. WriteLn("}");
  488. }
  489. Dedent();
  490. }
  491. void D3DReflectionDumper::Dump(ID3D12ShaderReflection *pShaderReflection) {
  492. WriteLn("ID3D12ShaderReflection:");
  493. Indent();
  494. D3D12_SHADER_DESC Desc;
  495. if (!pShaderReflection || FAILED(pShaderReflection->GetDesc(&Desc))) {
  496. Failure("GetDesc");
  497. Dedent();
  498. return;
  499. }
  500. Dump(Desc);
  501. if (Desc.ConstantBuffers) {
  502. WriteLn("Constant Buffers:");
  503. Indent();
  504. bool bCheckByNameFailed = false;
  505. for (UINT uCB = 0; uCB < Desc.ConstantBuffers; uCB++) {
  506. ID3D12ShaderReflectionConstantBuffer *pCB = pShaderReflection->GetConstantBufferByIndex(uCB);
  507. Dump(pCB);
  508. if (m_bCheckByName && m_LastName) {
  509. if (pShaderReflection->GetConstantBufferByName(m_LastName) != pCB) {
  510. bCheckByNameFailed = true;
  511. Failure("GetConstantBufferByName ", m_LastName);
  512. }
  513. }
  514. }
  515. if (m_bCheckByName && !bCheckByNameFailed) {
  516. WriteLn("GetConstantBufferByName checks succeeded.");
  517. }
  518. Dedent();
  519. }
  520. if (Desc.BoundResources) {
  521. WriteLn("Bound Resources:");
  522. Indent();
  523. bool bCheckByNameFailed = false;
  524. for (UINT uRes = 0; uRes < Desc.BoundResources; uRes++) {
  525. D3D12_SHADER_INPUT_BIND_DESC bindDesc;
  526. if (FAILED(pShaderReflection->GetResourceBindingDesc(uRes, &bindDesc))) {
  527. }
  528. Dump(bindDesc);
  529. if (m_bCheckByName && bindDesc.Name) {
  530. D3D12_SHADER_INPUT_BIND_DESC bindDesc2;
  531. if (FAILED(pShaderReflection->GetResourceBindingDescByName(bindDesc.Name, &bindDesc2)) || bindDesc2.Name != bindDesc.Name) {
  532. bCheckByNameFailed = true;
  533. Failure("GetResourceBindingDescByName ", bindDesc.Name);
  534. }
  535. }
  536. }
  537. if (m_bCheckByName && !bCheckByNameFailed) {
  538. WriteLn("GetResourceBindingDescByName checks succeeded.");
  539. }
  540. Dedent();
  541. }
  542. // TODO
  543. Dedent();
  544. }
  545. void D3DReflectionDumper::Dump(ID3D12FunctionReflection *pFunctionReflection) {
  546. WriteLn("ID3D12FunctionReflection:");
  547. Indent();
  548. D3D12_FUNCTION_DESC Desc;
  549. if (!pFunctionReflection || FAILED(pFunctionReflection->GetDesc(&Desc))) {
  550. Failure("GetDesc");
  551. Dedent();
  552. return;
  553. }
  554. Dump(Desc);
  555. if (Desc.ConstantBuffers) {
  556. WriteLn("Constant Buffers:");
  557. Indent();
  558. bool bCheckByNameFailed = false;
  559. for (UINT uCB = 0; uCB < Desc.ConstantBuffers; uCB++) {
  560. ID3D12ShaderReflectionConstantBuffer *pCB = pFunctionReflection->GetConstantBufferByIndex(uCB);
  561. Dump(pCB);
  562. if (m_bCheckByName && m_LastName) {
  563. if (pFunctionReflection->GetConstantBufferByName(m_LastName) != pCB) {
  564. bCheckByNameFailed = true;
  565. Failure("GetConstantBufferByName ", m_LastName);
  566. }
  567. }
  568. }
  569. if (m_bCheckByName && !bCheckByNameFailed) {
  570. WriteLn("GetConstantBufferByName checks succeeded.");
  571. }
  572. Dedent();
  573. }
  574. if (Desc.BoundResources) {
  575. WriteLn("Bound Resources:");
  576. Indent();
  577. bool bCheckByNameFailed = false;
  578. for (UINT uRes = 0; uRes < Desc.BoundResources; uRes++) {
  579. D3D12_SHADER_INPUT_BIND_DESC bindDesc;
  580. if (FAILED(pFunctionReflection->GetResourceBindingDesc(uRes, &bindDesc))) {
  581. }
  582. Dump(bindDesc);
  583. if (m_bCheckByName && bindDesc.Name) {
  584. D3D12_SHADER_INPUT_BIND_DESC bindDesc2;
  585. if (FAILED(pFunctionReflection->GetResourceBindingDescByName(bindDesc.Name, &bindDesc2)) || bindDesc2.Name != bindDesc.Name) {
  586. bCheckByNameFailed = true;
  587. Failure("GetResourceBindingDescByName ", bindDesc.Name);
  588. }
  589. }
  590. }
  591. if (m_bCheckByName && !bCheckByNameFailed) {
  592. WriteLn("GetResourceBindingDescByName checks succeeded.");
  593. }
  594. Dedent();
  595. }
  596. // TODO
  597. Dedent();
  598. }
  599. void D3DReflectionDumper::Dump(ID3D12LibraryReflection *pLibraryReflection) {
  600. WriteLn("ID3D12LibraryReflection:");
  601. Indent();
  602. D3D12_LIBRARY_DESC Desc;
  603. if (!pLibraryReflection || FAILED(pLibraryReflection->GetDesc(&Desc))) {
  604. Failure("GetDesc");
  605. Dedent();
  606. return;
  607. }
  608. Dump(Desc);
  609. if (Desc.FunctionCount) {
  610. for (UINT uFunc = 0; uFunc < Desc.FunctionCount; uFunc++)
  611. Dump(pLibraryReflection->GetFunctionByIndex((INT)uFunc));
  612. }
  613. Dedent();
  614. }