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SymbolProxyClient.h
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SymbolProxyClient.h
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//--------------------------------------------------------------------------------------
// SymbolProxyClient.h
//
// Advanced Technology Group (ATG)
// Copyright (C) Microsoft Corporation. All rights reserved.
//--------------------------------------------------------------------------------------
#pragma once
#include "DeviceResources.h"
#include "StepTimer.h"
#include "TextConsole.h"
namespace CallStack
{
class BackTrace;
}
// A basic sample implementation that creates a D3D11 device and
// provides a render loop.
class Sample
{
public:
Sample() noexcept(false);
~Sample() = default;
Sample(Sample&&) = default;
Sample& operator= (Sample&&) = default;
Sample(Sample const&) = delete;
Sample& operator= (Sample const&) = delete;
// Initialization and management
void Initialize(IUnknown* window);
// Basic game loop
void Tick();
// Messages
void OnSuspending();
void OnResuming();
private:
void Update(DX::StepTimer const& timer);
void Render();
void Clear();
void CreateDeviceDependentResources();
void CreateWindowSizeDependentResources();
// Capture a callstack on the current thread and display the results to
// the console. Capturing happens on the current thread but symbol
// resolution happens asynchronously on a new thread.
// Note, as the name suggests, this is called from the render thread
void CaptureRenderThreadCallstack();
// Capture the callstack for a thread that is not the current thread and
// display the results to the console. After capturing the callstack,
// symbol resolution happens asynchronoulsy on a new thread.
void CaptureBackgroundThreadCallstackFromRenderThread();
// Helper function to display a callstack to the console.
void DisplayBacktrace(size_t numCapturedFrames, const CallStack::BackTrace &backtrace);
// Send some symbols to the symbol proxy and then display the results to the
// console.
void LookUpSymbol();
// Helper to display diagnostics to the console in case there is a failure.
void DisplayFailureAdvice(HRESULT hr);
// The sample has an option to demonstrate capturing a callstack on a background
// thread. The background thread runs in a loop and prints messages to the console.
void BackgroundLoop();
// Background loop calls this function with a depth value. The function then
// increments the value and recursively calls itself. This allows the user to
// capture callstacks of varying depths depending on how deep the recursion is.
void RecursiveReporter(unsigned depth, unsigned maxDepth);
// Device resources.
std::unique_ptr<DX::DeviceResources> m_deviceResources;
// Rendering loop timer.
uint64_t m_frame;
DX::StepTimer m_timer;
// Input devices.
std::unique_ptr<DirectX::GamePad> m_gamePad;
DirectX::GamePad::ButtonStateTracker m_gamePadButtons;
// DirectXTK objects.
std::unique_ptr<DirectX::GraphicsMemory> m_graphicsMemory;
// Text Conosole
std::unique_ptr<DX::TextConsoleImage> m_console;
// Background Thread
std::thread m_backgroundThread;
// Help Legend
std::unique_ptr<DirectX::SpriteBatch> m_batch;
std::unique_ptr<DirectX::SpriteFont> m_smallFont;
std::unique_ptr<DirectX::SpriteFont> m_ctrlFont;
static BOOL CALLBACK s_SymCallback(LPVOID context, ULONG_PTR symbolAddress, HRESULT innerHRESULT, PCWSTR symName, ULONG offset);
BOOL SymCallback(ULONG_PTR symbolAddress, HRESULT innerHRESULT, PCWSTR symName, ULONG offset);
static BOOL CALLBACK s_SrcCallback( LPVOID context, ULONG_PTR symbolAddress, HRESULT innerHRESULT, PCWSTR filepath, ULONG lineNumber);
BOOL SrcCallback(ULONG_PTR symbolAddress, HRESULT innerHRESULT, PCWSTR filepath, ULONG lineNumber);
};