dolphin/Source/Core/VideoCommon/Src/Debugger.cpp

176 lines
4.7 KiB
C++
Raw Normal View History

// Copyright (C) 2003 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#include "IniFile.h"
#include "Debugger.h"
#include "FileUtil.h"
#include "VideoConfig.h"
#include "TextureCacheBase.h"
#include "PixelShaderGen.h"
#include "VertexShaderGen.h"
#include "NativeVertexFormat.h"
//void UpdateFPSDisplay(const char *text);
extern NativeVertexFormat *g_nativeVertexFmt;
GFXDebuggerBase *g_pdebugger = NULL;
volatile bool GFXDebuggerPauseFlag = false; // if true, the GFX thread will be spin locked until it's false again
volatile PauseEvent GFXDebuggerToPauseAtNext = NOT_PAUSE; // Event which will trigger spin locking the GFX thread
volatile int GFXDebuggerEventToPauseCount = 0; // Number of events to wait for until GFX thread will be paused
void GFXDebuggerUpdateScreen()
{
// TODO: Implement this in a backend-independent way
/* // update screen
if (D3D::bFrameInProgress)
{
D3D::dev->SetRenderTarget(0, D3D::GetBackBufferSurface());
D3D::dev->SetDepthStencilSurface(NULL);
D3D::dev->StretchRect(FramebufferManager::GetEFBColorRTSurface(), NULL,
D3D::GetBackBufferSurface(), NULL,
D3DTEXF_LINEAR);
D3D::dev->EndScene();
D3D::dev->Present(NULL, NULL, NULL, NULL);
D3D::dev->SetRenderTarget(0, FramebufferManager::GetEFBColorRTSurface());
D3D::dev->SetDepthStencilSurface(FramebufferManager::GetEFBDepthRTSurface());
D3D::dev->BeginScene();
}
else
{
D3D::dev->EndScene();
D3D::dev->Present(NULL, NULL, NULL, NULL);
D3D::dev->BeginScene();
}*/
}
// GFX thread
void GFXDebuggerCheckAndPause(bool update)
{
if (GFXDebuggerPauseFlag)
{
g_pdebugger->OnPause();
while( GFXDebuggerPauseFlag )
{
g_video_backend->UpdateFPSDisplay("Paused by Video Debugger");
if (update) GFXDebuggerUpdateScreen();
SLEEP(5);
}
g_pdebugger->OnContinue();
}
}
// GFX thread
void GFXDebuggerToPause(bool update)
{
GFXDebuggerToPauseAtNext = NOT_PAUSE;
GFXDebuggerPauseFlag = true;
GFXDebuggerCheckAndPause(update);
}
void ContinueGFXDebugger()
{
GFXDebuggerPauseFlag = false;
}
void GFXDebuggerBase::DumpPixelShader(const char* path)
{
char filename[MAX_PATH];
sprintf(filename, "%sdump_ps.txt", path);
std::string output;
bool useDstAlpha = !g_ActiveConfig.bDstAlphaPass && bpmem.dstalpha.enable && bpmem.blendmode.alphaupdate && bpmem.zcontrol.pixel_format == PIXELFMT_RGBA6_Z24;
if (!useDstAlpha)
{
output = "Destination alpha disabled:\n";
/// output += GeneratePixelShaderCode(DSTALPHA_NONE, g_ActiveConfig.backend_info.APIType, g_nativeVertexFmt->m_components);
}
else
{
if(g_ActiveConfig.backend_info.bSupportsDualSourceBlend)
{
output = "Using dual source blending for destination alpha:\n";
/// output += GeneratePixelShaderCode(DSTALPHA_DUAL_SOURCE_BLEND, g_ActiveConfig.backend_info.APIType, g_nativeVertexFmt->m_components);
}
else
{
output = "Using two passes for emulating destination alpha:\n";
/// output += GeneratePixelShaderCode(DSTALPHA_NONE, g_ActiveConfig.backend_info.APIType, g_nativeVertexFmt->m_components);
output += "\n\nDestination alpha pass shader:\n";
/// output += GeneratePixelShaderCode(DSTALPHA_ALPHA_PASS, g_ActiveConfig.backend_info.APIType, g_nativeVertexFmt->m_components);
}
}
File::CreateEmptyFile(filename);
File::WriteStringToFile(true, output, filename);
}
void GFXDebuggerBase::DumpVertexShader(const char* path)
{
char filename[MAX_PATH];
sprintf(filename, "%sdump_vs.txt", path);
File::CreateEmptyFile(filename);
/// File::WriteStringToFile(true, GenerateVertexShaderCode(g_nativeVertexFmt->m_components, g_ActiveConfig.backend_info.APIType), filename);
}
void GFXDebuggerBase::DumpPixelShaderConstants(const char* path)
{
// TODO
}
void GFXDebuggerBase::DumpVertexShaderConstants(const char* path)
{
// TODO
}
void GFXDebuggerBase::DumpTextures(const char* path)
{
// TODO
}
void GFXDebuggerBase::DumpFrameBuffer(const char* path)
{
// TODO
}
void GFXDebuggerBase::DumpGeometry(const char* path)
{
// TODO
}
void GFXDebuggerBase::DumpVertexDecl(const char* path)
{
// TODO
}
void GFXDebuggerBase::DumpMatrices(const char* path)
{
// TODO
}
void GFXDebuggerBase::DumpStats(const char* path)
{
// TODO
}