dolphin/Source/Core/VideoCommon/Debugger.cpp

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// Copyright 2013 Dolphin Emulator Project
// Licensed under GPLv2
// Refer to the license.txt file included.
#include <string>
#include "Common/FileUtil.h"
#include "Common/IniFile.h"
#include "VideoCommon/Debugger.h"
#include "VideoCommon/NativeVertexFormat.h"
#include "VideoCommon/PixelShaderGen.h"
#include "VideoCommon/TextureCacheBase.h"
#include "VideoCommon/VertexShaderGen.h"
#include "VideoCommon/VideoConfig.h"
//void UpdateFPSDisplay(const char *text);
extern NativeVertexFormat *g_nativeVertexFmt;
GFXDebuggerBase *g_pdebugger = nullptr;
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(nullptr);
D3D::dev->StretchRect(FramebufferManager::GetEFBColorRTSurface(), nullptr,
D3D::GetBackBufferSurface(), nullptr,
D3DTEXF_LINEAR);
D3D::dev->EndScene();
D3D::dev->Present(nullptr, nullptr, nullptr, nullptr);
D3D::dev->SetRenderTarget(0, FramebufferManager::GetEFBColorRTSurface());
D3D::dev->SetDepthStencilSurface(FramebufferManager::GetEFBDepthRTSurface());
D3D::dev->BeginScene();
}
else
{
D3D::dev->EndScene();
D3D::dev->Present(nullptr, nullptr, nullptr, nullptr);
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 std::string& path)
{
const std::string filename = StringFromFormat("%sdump_ps.txt", path.c_str());
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(output, filename);
}
void GFXDebuggerBase::DumpVertexShader(const std::string& path)
{
const std::string filename = StringFromFormat("%sdump_vs.txt", path.c_str());
File::CreateEmptyFile(filename);
/// File::WriteStringToFile(GenerateVertexShaderCode(g_nativeVertexFmt->m_components, g_ActiveConfig.backend_info.APIType), filename);
}
void GFXDebuggerBase::DumpPixelShaderConstants(const std::string& path)
{
// TODO
}
void GFXDebuggerBase::DumpVertexShaderConstants(const std::string& path)
{
// TODO
}
void GFXDebuggerBase::DumpTextures(const std::string& path)
{
// TODO
}
void GFXDebuggerBase::DumpFrameBuffer(const std::string& path)
{
// TODO
}
void GFXDebuggerBase::DumpGeometry(const std::string& path)
{
// TODO
}
void GFXDebuggerBase::DumpVertexDecl(const std::string& path)
{
// TODO
}
void GFXDebuggerBase::DumpMatrices(const std::string& path)
{
// TODO
}
void GFXDebuggerBase::DumpStats(const std::string& path)
{
// TODO
}