// Copyright 2013 Dolphin Emulator Project // Licensed under GPLv2 // Refer to the license.txt file included. #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(output, filename); } void GFXDebuggerBase::DumpVertexShader(const char* path) { char filename[MAX_PATH]; sprintf(filename, "%sdump_vs.txt", path); File::CreateEmptyFile(filename); /// File::WriteStringToFile(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 }