dolphin/Source/Core/DolphinWX/Src/Debugger/DebuggerPanel.cpp

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// Copyright 2013 Dolphin Emulator Project
// Licensed under GPLv2
// Refer to the license.txt file included.
#include "IniFile.h"
#include "DebuggerPanel.h"
#include "FileUtil.h"
#include "../../Core/Src/ConfigManager.h"
#include "VideoConfig.h"
#include "TextureCacheBase.h"
#include "PixelShaderGen.h"
#include "VertexShaderGen.h"
#include "NativeVertexFormat.h"
BEGIN_EVENT_TABLE(GFXDebuggerPanel, wxPanel)
EVT_CLOSE(GFXDebuggerPanel::OnClose)
EVT_BUTTON(ID_PAUSE,GFXDebuggerPanel::OnPauseButton)
EVT_BUTTON(ID_PAUSE_AT_NEXT,GFXDebuggerPanel::OnPauseAtNextButton)
EVT_BUTTON(ID_PAUSE_AT_NEXT_FRAME,GFXDebuggerPanel::OnPauseAtNextFrameButton)
EVT_BUTTON(ID_CONT,GFXDebuggerPanel::OnContButton)
EVT_BUTTON(ID_DUMP,GFXDebuggerPanel::OnDumpButton)
EVT_BUTTON(ID_UPDATE_SCREEN,GFXDebuggerPanel::OnUpdateScreenButton)
EVT_BUTTON(ID_CLEAR_SCREEN,GFXDebuggerPanel::OnClearScreenButton)
EVT_BUTTON(ID_CLEAR_TEXTURE_CACHE,GFXDebuggerPanel::OnClearTextureCacheButton)
EVT_BUTTON(ID_CLEAR_VERTEX_SHADER_CACHE,GFXDebuggerPanel::OnClearVertexShaderCacheButton)
EVT_BUTTON(ID_CLEAR_PIXEL_SHADER_CACHE,GFXDebuggerPanel::OnClearPixelShaderCacheButton)
END_EVENT_TABLE()
// From VideoCommon
extern GFXDebuggerBase *g_pdebugger;
extern volatile bool GFXDebuggerPauseFlag;
extern volatile PauseEvent GFXDebuggerToPauseAtNext;
extern volatile int GFXDebuggerEventToPauseCount;
GFXDebuggerPanel::GFXDebuggerPanel(wxWindow *parent, wxWindowID id, const wxPoint &position,
const wxSize& size, long style, const wxString &title)
: wxPanel(parent, id, position, size, style, title)
{
g_pdebugger = this;
CreateGUIControls();
LoadSettings();
}
GFXDebuggerPanel::~GFXDebuggerPanel()
{
g_pdebugger = NULL;
GFXDebuggerPauseFlag = false;
}
void GFXDebuggerPanel::OnClose(wxCloseEvent& event)
{
// save the window position when we hide the window
SaveSettings();
event.Skip();
}
void GFXDebuggerPanel::SaveSettings() const
{
IniFile file;
file.Load(File::GetUserPath(F_DEBUGGERCONFIG_IDX));
// TODO: make this work when we close the entire program too, currently on total close we get
// weird values, perhaps because of some conflict with the rendering window
// TODO: get the screen resolution and make limits from that
if (GetPosition().x < 1000 && GetPosition().y < 1000
&& GetSize().GetWidth() < 1000
&& GetSize().GetHeight() < 1000)
{
file.Set("VideoWindow", "x", GetPosition().x);
file.Set("VideoWindow", "y", GetPosition().y);
file.Set("VideoWindow", "w", GetSize().GetWidth());
file.Set("VideoWindow", "h", GetSize().GetHeight());
}
file.Save(File::GetUserPath(F_DEBUGGERCONFIG_IDX));
}
void GFXDebuggerPanel::LoadSettings()
{
IniFile file;
file.Load(File::GetUserPath(F_DEBUGGERCONFIG_IDX));
int x = 100, y = 100, w = 100, h = 100;
file.Get("VideoWindow", "x", &x, GetPosition().x);
file.Get("VideoWindow", "y", &y, GetPosition().y);
file.Get("VideoWindow", "w", &w, GetSize().GetWidth());
file.Get("VideoWindow", "h", &h, GetSize().GetHeight());
SetSize(x, y, w, h);
}
struct PauseEventMap
{
PauseEvent event;
const wxString ListStr;
};
static PauseEventMap pauseEventMap[] = {
{NEXT_FRAME, _("Frame")},
{NEXT_FLUSH, _("Flush")},
{NEXT_PIXEL_SHADER_CHANGE, _("Pixel Shader")},
{NEXT_VERTEX_SHADER_CHANGE, _("Vertex Shader")},
{NEXT_TEXTURE_CHANGE, _("Texture")},
{NEXT_NEW_TEXTURE, _("New Texture")},
{NEXT_XFB_CMD, _("XFB Cmd")},
{NEXT_EFB_CMD, _("EFB Cmd")},
{NEXT_MATRIX_CMD, _("Matrix Cmd")},
{NEXT_VERTEX_CMD, _("Vertex Cmd")},
{NEXT_TEXTURE_CMD, _("Texture Cmd")},
{NEXT_LIGHT_CMD, _("Light Cmd")},
{NEXT_FOG_CMD, _("Fog Cmd")},
{NEXT_SET_TLUT, _("TLUT Cmd")},
{NEXT_ERROR, _("Error")}
};
static const int numPauseEventMap = sizeof(pauseEventMap)/sizeof(PauseEventMap);
void GFXDebuggerPanel::CreateGUIControls()
{
// Basic settings
CenterOnParent();
m_pButtonPause = new wxButton(this, ID_PAUSE, _("Pause"), wxDefaultPosition, wxDefaultSize, 0, wxDefaultValidator, _("Pause"));
m_pButtonPauseAtNext = new wxButton(this, ID_PAUSE_AT_NEXT, _("Pause After"), wxDefaultPosition, wxDefaultSize, 0, wxDefaultValidator, _("Pause At Next"));
m_pButtonPauseAtNextFrame = new wxButton(this, ID_PAUSE_AT_NEXT_FRAME, _("Go to Next Frame"), wxDefaultPosition, wxDefaultSize, 0, wxDefaultValidator, _("Next Frame"));
m_pButtonCont = new wxButton(this, ID_CONT, _("Continue"), wxDefaultPosition, wxDefaultSize, 0, wxDefaultValidator, _("Continue"));
m_pCount = new wxTextCtrl(this, ID_COUNT, wxT("1"), wxDefaultPosition, wxSize(50,25), wxTE_RIGHT, wxDefaultValidator, _("Count"));
m_pPauseAtList = new wxChoice(this, ID_PAUSE_AT_LIST, wxDefaultPosition, wxSize(100,25), 0, NULL,0,wxDefaultValidator, _("PauseAtList"));
for (int i=0; i<numPauseEventMap; i++)
{
m_pPauseAtList->Append(pauseEventMap[i].ListStr);
}
m_pPauseAtList->SetSelection(0);
m_pButtonDump = new wxButton(this, ID_DUMP, _("Dump"), wxDefaultPosition, wxDefaultSize, 0, wxDefaultValidator, _("Dump"));
m_pButtonUpdateScreen = new wxButton(this, ID_UPDATE_SCREEN, _("Update Screen"), wxDefaultPosition, wxDefaultSize, 0, wxDefaultValidator, _("Update Screen"));
m_pButtonClearScreen = new wxButton(this, ID_CLEAR_SCREEN, _("Clear Screen"), wxDefaultPosition, wxDefaultSize, 0, wxDefaultValidator, _("Clear Screen"));
m_pButtonClearTextureCache = new wxButton(this, ID_CLEAR_TEXTURE_CACHE, _("Clear Textures"), wxDefaultPosition, wxDefaultSize, 0, wxDefaultValidator, _("Clear Textures"));
m_pButtonClearVertexShaderCache = new wxButton(this, ID_CLEAR_VERTEX_SHADER_CACHE, _("Clear V Shaders"), wxDefaultPosition, wxDefaultSize, 0, wxDefaultValidator, _("Clear V Shaders"));
m_pButtonClearPixelShaderCache = new wxButton(this, ID_CLEAR_PIXEL_SHADER_CACHE, _("Clear P Shaders"), wxDefaultPosition, wxDefaultSize, 0, wxDefaultValidator, _("Clear P Shaders"));
m_pDumpList = new wxChoice(this, ID_DUMP_LIST, wxDefaultPosition, wxSize(120,25), 0, NULL, 0 ,wxDefaultValidator, _("DumpList"));
m_pDumpList->Insert(_("Pixel Shader"),0);
m_pDumpList->Append(_("Vertex Shader"));
m_pDumpList->Append(_("Pixel Shader Constants"));
m_pDumpList->Append(_("Vertex Shader Constants"));
m_pDumpList->Append(_("Textures"));
m_pDumpList->Append(_("Frame Buffer"));
m_pDumpList->Append(_("Geometry data"));
m_pDumpList->Append(_("Vertex Description"));
m_pDumpList->Append(_("Vertex Matrices"));
m_pDumpList->Append(_("Statistics"));
m_pDumpList->SetSelection(0);
// Layout everything on m_MainPanel
wxBoxSizer *sMain = new wxBoxSizer(wxVERTICAL);
wxStaticBoxSizer* const pFlowCtrlBox = new wxStaticBoxSizer(wxVERTICAL, this, _("Flow Control"));
wxBoxSizer* const pPauseAtNextSzr = new wxBoxSizer(wxHORIZONTAL);
pFlowCtrlBox->Add(m_pButtonPause);
pPauseAtNextSzr->Add(m_pButtonPauseAtNext);
pPauseAtNextSzr->Add(m_pCount);
pPauseAtNextSzr->Add(m_pPauseAtList);
pFlowCtrlBox->Add(pPauseAtNextSzr);
pFlowCtrlBox->Add(m_pButtonPauseAtNextFrame);
pFlowCtrlBox->Add(m_pButtonCont);
wxStaticBoxSizer* const pDebugBox = new wxStaticBoxSizer(wxVERTICAL, this, _("Debugging"));
wxBoxSizer* const pDumpSzr = new wxBoxSizer(wxHORIZONTAL);
pDumpSzr->Add(m_pButtonDump);
pDumpSzr->Add(m_pDumpList);
pDebugBox->Add(pDumpSzr);
wxGridSizer* const pDbgGrid = new wxGridSizer(2, 5, 5);
pDbgGrid->Add(m_pButtonUpdateScreen);
pDbgGrid->Add(m_pButtonClearScreen);
pDbgGrid->Add(m_pButtonClearTextureCache);
pDbgGrid->Add(m_pButtonClearVertexShaderCache);
pDbgGrid->Add(m_pButtonClearPixelShaderCache);
pDebugBox->Add(pDbgGrid);
sMain->Add(pFlowCtrlBox, 0, 0, 5);
sMain->Add(pDebugBox, 0, 0, 5);
SetSizerAndFit(sMain);
OnContinue();
}
void GFXDebuggerPanel::OnPause()
{
m_pButtonDump->Enable(true);
m_pDumpList->Enable(true);
m_pButtonUpdateScreen->Enable(true);
m_pButtonClearScreen->Enable(true);
m_pButtonClearTextureCache->Enable(true);
m_pButtonClearVertexShaderCache->Enable(true);
m_pButtonClearPixelShaderCache->Enable(true);
}
void GFXDebuggerPanel::OnContinue()
{
m_pButtonDump->Enable(false);
m_pDumpList->Enable(false);
m_pButtonUpdateScreen->Enable(false);
m_pButtonClearScreen->Enable(false);
m_pButtonClearTextureCache->Enable(false);
m_pButtonClearVertexShaderCache->Enable(false);
m_pButtonClearPixelShaderCache->Enable(false);
}
// General settings
void GFXDebuggerPanel::GeneralSettings(wxCommandEvent& event)
{
SaveSettings();
}
void GFXDebuggerPanel::OnPauseButton(wxCommandEvent& event)
{
GFXDebuggerPauseFlag = true;
}
void GFXDebuggerPanel::OnPauseAtNextButton(wxCommandEvent& event)
{
GFXDebuggerPauseFlag = false;
GFXDebuggerToPauseAtNext = pauseEventMap[m_pPauseAtList->GetSelection()].event;
wxString val = m_pCount->GetValue();
long value;
if (val.ToLong(&value))
GFXDebuggerEventToPauseCount = value;
else
GFXDebuggerEventToPauseCount = 1;
}
void GFXDebuggerPanel::OnPauseAtNextFrameButton(wxCommandEvent& event)
{
GFXDebuggerPauseFlag = false;
GFXDebuggerToPauseAtNext = NEXT_FRAME;
GFXDebuggerEventToPauseCount = 1;
}
void GFXDebuggerPanel::OnDumpButton(wxCommandEvent& event)
{
std::string dump_path = File::GetUserPath(D_DUMP_IDX) + "Debug/" +
SConfig::GetInstance().m_LocalCoreStartupParameter.m_strUniqueID + "/";
if (!File::CreateFullPath(dump_path))
return;
switch (m_pDumpList->GetSelection())
{
case 0: // Pixel Shader
DumpPixelShader(dump_path.c_str());
break;
case 1: // Vertex Shader
DumpVertexShader(dump_path.c_str());
break;
case 2: // Pixel Shader Constants
DumpPixelShaderConstants(dump_path.c_str());
wxMessageBox(_("Not implemented"), _("Error"), wxOK);
break;
case 3: // Vertex Shader Constants
DumpVertexShaderConstants(dump_path.c_str());
wxMessageBox(_("Not implemented"), _("Error"), wxOK);
break;
case 4: // Textures
DumpTextures(dump_path.c_str());
wxMessageBox(_("Not implemented"), _("Error"), wxOK);
break;
case 5: // Frame Buffer
DumpFrameBuffer(dump_path.c_str());
wxMessageBox(_("Not implemented"), _("Error"), wxOK);
break;
case 6: // Geometry
DumpGeometry(dump_path.c_str());
wxMessageBox(_("Not implemented"), _("Error"), wxOK);
break;
case 7: // Vertex Description
DumpVertexDecl(dump_path.c_str());
wxMessageBox(_("Not implemented"), _("Error"), wxOK);
break;
case 8: // Vertex Matrices
DumpMatrices(dump_path.c_str());
wxMessageBox(_("Not implemented"), _("Error"), wxOK);
break;
case 9: // Statistics
DumpStats(dump_path.c_str());
wxMessageBox(_("Not implemented"), _("Error"), wxOK);
break;
}
}
void GFXDebuggerPanel::OnContButton(wxCommandEvent& event)
{
GFXDebuggerToPauseAtNext = NOT_PAUSE;
GFXDebuggerPauseFlag = false;
}
void GFXDebuggerPanel::OnClearScreenButton(wxCommandEvent& event)
{
// TODO
wxMessageBox(_("Not implemented"), _("Error"), wxOK);
}
void GFXDebuggerPanel::OnClearTextureCacheButton(wxCommandEvent& event)
{
TextureCache::Invalidate();
}
void GFXDebuggerPanel::OnClearVertexShaderCacheButton(wxCommandEvent& event)
{
// TODO
wxMessageBox(_("Not implemented"), _("Error"), wxOK);
}
void GFXDebuggerPanel::OnClearPixelShaderCacheButton(wxCommandEvent& event)
{
// TODO
wxMessageBox(_("Not implemented"), _("Error"), wxOK);
}
void GFXDebuggerPanel::OnUpdateScreenButton(wxCommandEvent& event)
{
wxMessageBox(_("Not implemented"), _("Error"), wxOK);
GFXDebuggerUpdateScreen();
}