// 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 "IndexGenerator.h" #include "../Globals.h" #include "../D3DBase.h" #include "../FramebufferManager.h" #include "../TextureCache.h" #include "../VertexShaderCache.h" #include "../PixelShaderCache.h" #include "../VertexManager.h" extern int g_Preset; extern NativeVertexFormat *g_nativeVertexFmt; BEGIN_EVENT_TABLE(GFXDebuggerDX9, wxPanel) EVT_CLOSE(GFXDebuggerDX9::OnClose) EVT_CHECKBOX(ID_SAVETOFILE,GFXDebuggerDX9::GeneralSettings) EVT_CHECKBOX(ID_INFOLOG,GFXDebuggerDX9::GeneralSettings) EVT_CHECKBOX(ID_PRIMLOG,GFXDebuggerDX9::GeneralSettings) EVT_CHECKBOX(ID_SAVETEXTURES,GFXDebuggerDX9::GeneralSettings) EVT_CHECKBOX(ID_SAVETARGETS,GFXDebuggerDX9::GeneralSettings) EVT_CHECKBOX(ID_SAVESHADERS,GFXDebuggerDX9::GeneralSettings) EVT_BUTTON(ID_PAUSE,GFXDebuggerDX9::OnPauseButton) EVT_BUTTON(ID_PAUSE_AT_NEXT,GFXDebuggerDX9::OnPauseAtNextButton) EVT_BUTTON(ID_PAUSE_AT_NEXT_FRAME,GFXDebuggerDX9::OnPauseAtNextFrameButton) EVT_BUTTON(ID_GO,GFXDebuggerDX9::OnGoButton) EVT_BUTTON(ID_DUMP,GFXDebuggerDX9::OnDumpButton) EVT_BUTTON(ID_UPDATE_SCREEN,GFXDebuggerDX9::OnUpdateScreenButton) EVT_BUTTON(ID_CLEAR_SCREEN,GFXDebuggerDX9::OnClearScreenButton) EVT_BUTTON(ID_CLEAR_TEXTURE_CACHE,GFXDebuggerDX9::OnClearTextureCacheButton) EVT_BUTTON(ID_CLEAR_VERTEX_SHADER_CACHE,GFXDebuggerDX9::OnClearVertexShaderCacheButton) EVT_BUTTON(ID_CLEAR_PIXEL_SHADER_CACHE,GFXDebuggerDX9::OnClearPixelShaderCacheButton) END_EVENT_TABLE() GFXDebuggerDX9::GFXDebuggerDX9(wxWindow *parent, wxWindowID id, const wxPoint &position, const wxSize& size, long style, const wxString &title) : wxPanel(parent, id, position, size, style, title) { CreateGUIControls(); LoadSettings(); } GFXDebuggerDX9::~GFXDebuggerDX9() { SaveSettings(); } void GFXDebuggerDX9::OnClose(wxCloseEvent& event) { // save the window position when we hide the window SaveSettings(); event.Skip(); // This means wxDialog's Destroy is used } void GFXDebuggerDX9::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.Set("VideoWindow", "WriteToFile", m_Check[0]->IsChecked()); //g_Config.iLog = bInfoLog ? CONF_LOG : 0; //g_Config.iLog |= bPrimLog ? CONF_PRIMLOG : 0; //g_Config.iLog |= bSaveTextures ? CONF_SAVETEXTURES : 0; //g_Config.iLog |= bSaveTargets ? CONF_SAVETARGETS : 0; //g_Config.iLog |= bSaveShaders ? CONF_SAVESHADERS : 0; //file.Set("VideoWindow", "ConfBits", g_Config.iLog); file.Save(File::GetUserPath(F_DEBUGGERCONFIG_IDX)); } void GFXDebuggerDX9::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); //file.Get("VideoWindow", "ConfBits", &g_Config.iLog, 0); //bInfoLog = (g_Config.iLog & CONF_LOG) ? true : false; //bPrimLog = (g_Config.iLog & CONF_PRIMLOG) ? true : false; //bSaveTextures = (g_Config.iLog & CONF_SAVETEXTURES) ? true : false; //bSaveTargets = (g_Config.iLog & CONF_SAVETARGETS) ? true : false; //bSaveShaders = (g_Config.iLog & CONF_SAVESHADERS) ? true : false; //m_Check[1]->SetValue(bInfoLog); //m_Check[2]->SetValue(bPrimLog); //m_Check[3]->SetValue(bSaveTextures); //m_Check[4]->SetValue(bSaveTargets); //m_Check[5]->SetValue(bSaveShaders); } struct PauseEventMap { PauseEvent event; const wxString ListStr; }; static PauseEventMap pauseEventMap[] = { {NEXT_FRAME, wxT("Frame")}, {NEXT_FLUSH, wxT("Flush")}, {NEXT_PIXEL_SHADER_CHANGE, wxT("Pixel Shader")}, {NEXT_VERTEX_SHADER_CHANGE, wxT("Vertex Shader")}, {NEXT_TEXTURE_CHANGE, wxT("Texture")}, {NEXT_NEW_TEXTURE, wxT("New Texture")}, {NEXT_XFB_CMD, wxT("XFB Cmd")}, {NEXT_EFB_CMD, wxT("EFB Cmd")}, {NEXT_MATRIX_CMD, wxT("Matrix Cmd")}, {NEXT_VERTEX_CMD, wxT("Vertex Cmd")}, {NEXT_TEXTURE_CMD, wxT("Texture Cmd")}, {NEXT_LIGHT_CMD, wxT("Light Cmd")}, {NEXT_FOG_CMD, wxT("Fog Cmd")}, {NEXT_SET_TLUT, wxT("TLUT Cmd")}, {NEXT_ERROR, wxT("Error")} }; static const int numPauseEventMap = sizeof(pauseEventMap)/sizeof(PauseEventMap); static GFXDebuggerDX9 *g_pdebugger = NULL; void GFXDebuggerDX9::CreateGUIControls() { g_pdebugger = this; // Basic settings CenterOnParent(); // MainPanel m_MainPanel = new wxPanel(this, ID_MAINPANEL, wxDefaultPosition, wxDefaultSize); // Options wxStaticBoxSizer *sOptions = new wxStaticBoxSizer(wxVERTICAL, m_MainPanel, wxT("Options")); m_Check[0] = new wxCheckBox(m_MainPanel, ID_SAVETOFILE, wxT("Save to file"), wxDefaultPosition, wxDefaultSize, 0, wxDefaultValidator); m_Check[1] = new wxCheckBox(m_MainPanel, ID_INFOLOG, wxT("Info log"), wxDefaultPosition, wxDefaultSize, 0, wxDefaultValidator); m_Check[2] = new wxCheckBox(m_MainPanel, ID_PRIMLOG, wxT("Primary log"), wxDefaultPosition, wxDefaultSize, 0, wxDefaultValidator); m_Check[3] = new wxCheckBox(m_MainPanel, ID_SAVETEXTURES, wxT("Save Textures"), wxDefaultPosition, wxDefaultSize, 0, wxDefaultValidator); m_Check[4] = new wxCheckBox(m_MainPanel, ID_SAVETARGETS, wxT("Save Targets"), wxDefaultPosition, wxDefaultSize, 0, wxDefaultValidator); m_Check[5] = new wxCheckBox(m_MainPanel, ID_SAVESHADERS, wxT("Save Shaders"), wxDefaultPosition, wxDefaultSize, 0, wxDefaultValidator); m_pButtonPause = new wxButton(m_MainPanel, ID_PAUSE, wxT("Pause"), wxDefaultPosition, wxDefaultSize, 0, wxDefaultValidator, wxT("Pause")); m_pButtonPauseAtNext = new wxButton(m_MainPanel, ID_PAUSE_AT_NEXT, wxT("Pause At Next"), wxDefaultPosition, wxDefaultSize, 0, wxDefaultValidator, wxT("Pause At Next")); m_pButtonPauseAtNextFrame = new wxButton(m_MainPanel, ID_PAUSE_AT_NEXT_FRAME, wxT("Next Frame"), wxDefaultPosition, wxDefaultSize, 0, wxDefaultValidator, wxT("Next Frame")); m_pButtonGo = new wxButton(m_MainPanel, ID_GO, wxT("Go"), wxDefaultPosition, wxDefaultSize, 0, wxDefaultValidator, wxT("Go")); m_pPauseAtList = new wxChoice(m_MainPanel, ID_PAUSE_AT_LIST, wxDefaultPosition, wxSize(100,25), 0, NULL,0,wxDefaultValidator, wxT("PauseAtList")); for (int i=0; iAppend(pauseEventMap[i].ListStr); } m_pPauseAtList->SetSelection(0); m_pButtonDump = new wxButton(m_MainPanel, ID_DUMP, wxT("Dump"), wxDefaultPosition, wxDefaultSize, 0, wxDefaultValidator, wxT("Dump")); m_pButtonUpdateScreen = new wxButton(m_MainPanel, ID_UPDATE_SCREEN, wxT("Update Screen"), wxDefaultPosition, wxDefaultSize, 0, wxDefaultValidator, wxT("Update Screen")); m_pButtonClearScreen = new wxButton(m_MainPanel, ID_CLEAR_SCREEN, wxT("Clear Screen"), wxDefaultPosition, wxDefaultSize, 0, wxDefaultValidator, wxT("Clear Screen")); m_pButtonClearTextureCache = new wxButton(m_MainPanel, ID_CLEAR_TEXTURE_CACHE, wxT("Clear Textures"), wxDefaultPosition, wxDefaultSize, 0, wxDefaultValidator, wxT("Clear Textures")); m_pButtonClearVertexShaderCache = new wxButton(m_MainPanel, ID_CLEAR_VERTEX_SHADER_CACHE, wxT("Clear V Shaders"), wxDefaultPosition, wxDefaultSize, 0, wxDefaultValidator, wxT("Clear V Shaders")); m_pButtonClearPixelShaderCache = new wxButton(m_MainPanel, ID_CLEAR_PIXEL_SHADER_CACHE, wxT("Clear P Shaders"), wxDefaultPosition, wxDefaultSize, 0, wxDefaultValidator, wxT("Clear P Shaders")); m_pCount = new wxTextCtrl(m_MainPanel, ID_COUNT, wxT("1"), wxDefaultPosition, wxSize(50,25), 0, wxDefaultValidator, wxT("Count")); m_pDumpList = new wxChoice(m_MainPanel, ID_DUMP_LIST, wxDefaultPosition, wxSize(120,25), 0, NULL,0,wxDefaultValidator, wxT("DumpList")); m_pDumpList->Insert(wxT("Pixel Shader"),0); m_pDumpList->Append(wxT("Vertex Shader")); m_pDumpList->Append(wxT("Pixel Shader Constants")); m_pDumpList->Append(wxT("Vertex Shader Constants")); m_pDumpList->Append(wxT("Texture 0")); m_pDumpList->Append(wxT("Texture 1")); m_pDumpList->Append(wxT("Texture 2")); m_pDumpList->Append(wxT("Texture 3")); m_pDumpList->Append(wxT("Texture 4")); m_pDumpList->Append(wxT("Texture 5")); m_pDumpList->Append(wxT("Texture 6")); m_pDumpList->Append(wxT("Texture 7")); m_pDumpList->Append(wxT("Frame Buffer")); m_pDumpList->Append(wxT("Vertices")); m_pDumpList->Append(wxT("Vertex Description")); m_pDumpList->Append(wxT("Vertex Matrices")); m_pDumpList->Append(wxT("Statistics")); m_pDumpList->SetSelection(0); for (int i = 0; i < NUM_OPTIONS-ID_SAVETOFILE; ++i) sOptions->Add(m_Check[i], 0, 0, 5); // Layout everything on m_MainPanel wxBoxSizer *sMain = new wxBoxSizer(wxVERTICAL); sMain->Add(sOptions); sMain->Add(m_pButtonPause, 0, 0, 5); sMain->Add(m_pButtonPauseAtNext, 0, 0, 5); sMain->Add(m_pCount,0,0,5); sMain->Add(m_pPauseAtList, 0, 0, 5); sMain->Add(m_pButtonDump, 0, 0, 5); sMain->Add(m_pDumpList, 0, 0, 5); sMain->Add(m_pButtonUpdateScreen, 0, 0, 5); sMain->Add(m_pButtonClearScreen, 0, 0, 5); sMain->Add(m_pButtonClearTextureCache, 0, 0, 5); sMain->Add(m_pButtonClearVertexShaderCache, 0, 0, 5); sMain->Add(m_pButtonClearPixelShaderCache, 0, 0, 5); sMain->Add(m_pButtonPauseAtNextFrame, 0, 0, 5); sMain->Add(m_pButtonGo, 0, 0, 5); m_MainPanel->SetSizerAndFit(sMain); Fit(); EnableButtons(false); } void GFXDebuggerDX9::EnableButtons(bool enable) { m_pButtonDump->Enable(enable); m_pButtonUpdateScreen->Enable(enable); m_pButtonClearScreen->Enable(enable); m_pButtonClearTextureCache->Enable(enable); m_pButtonClearVertexShaderCache->Enable(enable); m_pButtonClearPixelShaderCache->Enable(enable); } // General settings void GFXDebuggerDX9::GeneralSettings(wxCommandEvent& event) { switch (event.GetId()) { case ID_INFOLOG: bInfoLog = event.IsChecked(); break; case ID_PRIMLOG: bPrimLog = event.IsChecked(); break; case ID_SAVETEXTURES: bSaveTextures = event.IsChecked(); break; case ID_SAVETARGETS: bSaveTargets = event.IsChecked(); break; case ID_SAVESHADERS: bSaveShaders = event.IsChecked(); break; } SaveSettings(); } volatile bool DX9DebuggerPauseFlag = false; volatile PauseEvent DX9DebuggerToPauseAtNext = NOT_PAUSE; volatile int DX9DebuggerEventToPauseCount = 0; void GFXDebuggerDX9::OnPauseButton(wxCommandEvent& event) { DX9DebuggerPauseFlag = true; } void GFXDebuggerDX9::OnPauseAtNextButton(wxCommandEvent& event) { DX9DebuggerPauseFlag = false; DX9DebuggerToPauseAtNext = pauseEventMap[m_pPauseAtList->GetSelection()].event; wxString val = m_pCount->GetValue(); long value; if (val.ToLong(&value) ) DX9DebuggerEventToPauseCount = value; else DX9DebuggerEventToPauseCount = 1; } void GFXDebuggerDX9::OnPauseAtNextFrameButton(wxCommandEvent& event) { DX9DebuggerPauseFlag = false; DX9DebuggerToPauseAtNext = NEXT_FRAME; DX9DebuggerEventToPauseCount = 1; } void GFXDebuggerDX9::OnDumpButton(wxCommandEvent& event) { char dump_path[MAX_PATH]; sprintf(dump_path, "%sDebug/%s", File::GetUserPath(D_DUMP_IDX), globals->unique_id); if (!File::Exists(dump_path) || !File::IsDirectory(dump_path)) if (!File::CreateDir(dump_path)) return; switch (m_pDumpList->GetSelection()) { case 0: // Pixel Shader { char filename[MAX_PATH]; sprintf(filename, "%s/dump_ps.txt", dump_path); File::CreateEmptyFile(filename); File::WriteStringToFile(true, PixelShaderCache::GetCurrentShaderCode(), filename); break; } case 1: // Vertex Shader { char filename[MAX_PATH]; sprintf(filename, "%s/dump_vs.txt", dump_path); File::CreateEmptyFile(filename); File::WriteStringToFile(true, VertexShaderCache::GetCurrentShaderCode(), filename); break; } case 2: // Pixel Shader Constants { char filename[MAX_PATH]; sprintf(filename, "%s/dump_ps_consts.txt", dump_path); FILE* file = fopen(filename, "w"); float constants[4*C_PENVCONST_END]; D3D::dev->GetVertexShaderConstantF(0, constants, C_PENVCONST_END); for(unsigned int i = C_COLORS;i < C_KCOLORS; i++) fprintf(file, "Constant POSNORMALMATRIX %d: %f %f %f %f\n", i, constants[4*i], constants[4*i+1], constants[4*i+2], constants[4*i+3]); for(unsigned int i = C_KCOLORS;i < C_ALPHA; i++) fprintf(file, "Constant KCOLORS %d: %f %f %f %f\n", i, constants[4*i], constants[4*i+1], constants[4*i+2], constants[4*i+3]); for(unsigned int i = C_ALPHA;i < C_TEXDIMS; i++) fprintf(file, "Constant ALPHA %d: %f %f %f %f\n", i, constants[4*i], constants[4*i+1], constants[4*i+2], constants[4*i+3]); for(unsigned int i = C_TEXDIMS;i < C_ZBIAS; i++) fprintf(file, "Constant TEXDIMS %d: %f %f %f %f\n", i, constants[4*i], constants[4*i+1], constants[4*i+2], constants[4*i+3]); for(unsigned int i = C_ZBIAS;i < C_INDTEXSCALE; i++) fprintf(file, "Constant ZBIAS %d: %f %f %f %f\n", i, constants[4*i], constants[4*i+1], constants[4*i+2], constants[4*i+3]); for(unsigned int i = C_INDTEXSCALE;i < C_INDTEXMTX; i++) fprintf(file, "Constant INDTEXSCALE %d: %f %f %f %f\n", i, constants[4*i], constants[4*i+1], constants[4*i+2], constants[4*i+3]); for(unsigned int i = C_INDTEXMTX;i < C_FOG; i++) fprintf(file, "Constant INDTEXMTX %d: %f %f %f %f\n", i, constants[4*i], constants[4*i+1], constants[4*i+2], constants[4*i+3]); for(unsigned int i = C_FOG;i < C_COLORMATRIX; i++) fprintf(file, "Constant FOG %d: %f %f %f %f\n", i, constants[4*i], constants[4*i+1], constants[4*i+2], constants[4*i+3]); for(unsigned int i = C_COLORMATRIX;i < C_PENVCONST_END; i++) fprintf(file, "Constant COLORMATRIX %d: %f %f %f %f\n", i, constants[4*i], constants[4*i+1], constants[4*i+2], constants[4*i+3]); fclose(file); break; } case 3: // Vertex Shader Constants { char filename[MAX_PATH]; sprintf(filename, "%s/dump_vs_consts.txt", dump_path); FILE* file = fopen(filename, "w"); float constants[4*C_VENVCONST_END]; D3D::dev->GetVertexShaderConstantF(0, constants, C_VENVCONST_END); for(unsigned int i = C_POSNORMALMATRIX;i < C_PROJECTION; i++) fprintf(file, "Constant POSNORMALMATRIX %d: %f %f %f %f\n", i, constants[4*i], constants[4*i+1], constants[4*i+2], constants[4*i+3]); for(unsigned int i = C_PROJECTION;i < C_MATERIALS; i++) fprintf(file, "Constant PROJECTION %d: %f %f %f %f\n", i, constants[4*i], constants[4*i+1], constants[4*i+2], constants[4*i+3]); for(unsigned int i = C_MATERIALS;i < C_LIGHTS; i++) fprintf(file, "Constant MATERIALS %d: %f %f %f %f\n", i, constants[4*i], constants[4*i+1], constants[4*i+2], constants[4*i+3]); for(unsigned int i = C_LIGHTS;i < C_TEXMATRICES; i++) fprintf(file, "Constant LIGHTS %d: %f %f %f %f\n", i, constants[4*i], constants[4*i+1], constants[4*i+2], constants[4*i+3]); for(unsigned int i = C_TEXMATRICES;i < C_TRANSFORMMATRICES; i++) fprintf(file, "Constant TEXMATRICES %d: %f %f %f %f\n", i, constants[4*i], constants[4*i+1], constants[4*i+2], constants[4*i+3]); for(unsigned int i = C_TRANSFORMMATRICES;i < C_NORMALMATRICES; i++) fprintf(file, "Constant TRANSFORMMATRICES %d: %f %f %f %f\n", i, constants[4*i], constants[4*i+1], constants[4*i+2], constants[4*i+3]); for(unsigned int i = C_NORMALMATRICES;i < C_POSTTRANSFORMMATRICES; i++) fprintf(file, "Constant NORMALMATRICES %d: %f %f %f %f\n", i, constants[4*i], constants[4*i+1], constants[4*i+2], constants[4*i+3]); for(unsigned int i = C_POSTTRANSFORMMATRICES;i < C_DEPTHPARAMS; i++) fprintf(file, "Constant POSTTRANSFORMMATRICES %d: %f %f %f %f\n", i, constants[4*i], constants[4*i+1], constants[4*i+2], constants[4*i+3]); for(unsigned int i = C_DEPTHPARAMS;i < C_VENVCONST_END; i++) fprintf(file, "Constant DEPTHPARAMS %d: %f %f %f %f\n", i, constants[4*i], constants[4*i+1], constants[4*i+2], constants[4*i+3]); fclose(file); break; } case 4: // Texture 0 case 5: // Texture 1 case 6: // Texture 2 case 7: // Texture 3 case 8: // Texture 4 case 9: // Texture 5 case 10: // Texture 6 case 11: // Texture 7 { int stage = m_pDumpList->GetSelection() - 4; IDirect3DTexture9* texture; D3D::dev->GetTexture(stage, (IDirect3DBaseTexture9**)&texture); if(!texture) break; char filename[MAX_PATH]; sprintf(filename, "%s/dump_tex%d.png", dump_path, stage); IDirect3DSurface9* surface; texture->GetSurfaceLevel(0, &surface); HRESULT hr = PD3DXSaveSurfaceToFileA(filename, D3DXIFF_PNG, surface, NULL, NULL); if (FAILED(hr)) { MessageBoxA(NULL, "Failed to dump texture...", "Error", MB_OK); } surface->Release(); texture->Release(); break; } case 12: // Frame Buffer break; case 13: // Vertices { D3DVERTEXELEMENT9* elements; int num_elements; ((DX9::VertexManager*)g_vertex_manager)->GetElements(g_nativeVertexFmt, &elements, &num_elements); if (elements == NULL || num_elements == 0) return; char filename[MAX_PATH]; sprintf(filename, "%s/vertex_dump.txt", dump_path); FILE* file = fopen(filename, "w"); u8* vertices = g_vertex_manager->GetVertexBuffer(); u16* tri_indices = g_vertex_manager->GetTriangleIndexBuffer(); u16* line_indices = g_vertex_manager->GetLineIndexBuffer(); u16* point_indices = g_vertex_manager->GetPointIndexBuffer(); fprintf(file, "VERTICES\n"); for (int i = 0; i < IndexGenerator::GetNumVerts(); ++i) { u8* cur_vertex = vertices + i * g_nativeVertexFmt->GetVertexStride(); for (int elem = 0; elem < num_elements; elem++) { switch (elements[elem].Type) { case D3DDECLTYPE_FLOAT1: fprintf(file, "%f\t", *(float*)&cur_vertex[elements[elem].Offset]); break; case D3DDECLTYPE_FLOAT2: fprintf(file, "%f ", *(float*)&cur_vertex[elements[elem].Offset]); fprintf(file, "%f\t", *(float*)&cur_vertex[4+elements[elem].Offset]); break; case D3DDECLTYPE_FLOAT3: fprintf(file, "%f ", *(float*)&cur_vertex[elements[elem].Offset]); fprintf(file, "%f ", *(float*)&cur_vertex[4+elements[elem].Offset]); fprintf(file, "%f\t", *(float*)&cur_vertex[8+elements[elem].Offset]); break; case D3DDECLTYPE_FLOAT4: fprintf(file, "%f ", *(float*)&cur_vertex[elements[elem].Offset]); fprintf(file, "%f ", *(float*)&cur_vertex[4+elements[elem].Offset]); fprintf(file, "%f ", *(float*)&cur_vertex[8+elements[elem].Offset]); fprintf(file, "%f\t", *(float*)&cur_vertex[12+elements[elem].Offset]); break; case D3DDECLTYPE_UBYTE4N: fprintf(file, "%f ", (float)(*(u8*)&cur_vertex[elements[elem].Offset])/255.f); fprintf(file, "%f ", (float)(*(u8*)&cur_vertex[1+elements[elem].Offset])/255.f); fprintf(file, "%f ", (float)(*(u8*)&cur_vertex[2+elements[elem].Offset])/255.f); fprintf(file, "%f\t", (float)(*(u8*)&cur_vertex[3+elements[elem].Offset])/255.f); break; case D3DDECLTYPE_SHORT2N: fprintf(file, "%f ", (float)(*(s16*)&cur_vertex[elements[elem].Offset])/32767.f); fprintf(file, "%f\t", (float)(*(s16*)&cur_vertex[2+elements[elem].Offset])/32767.f); break; case D3DDECLTYPE_SHORT4N: fprintf(file, "%f ", (float)(*(s16*)&cur_vertex[elements[elem].Offset])/32767.f); fprintf(file, "%f ", (float)(*(s16*)&cur_vertex[2+elements[elem].Offset])/32767.f); fprintf(file, "%f ", (float)(*(s16*)&cur_vertex[4+elements[elem].Offset])/32767.f); fprintf(file, "%f\t", (float)(*(s16*)&cur_vertex[6+elements[elem].Offset])/32767.f); break; case D3DDECLTYPE_USHORT2N: fprintf(file, "%f ", (float)(*(u16*)&cur_vertex[elements[elem].Offset])/65535.f); fprintf(file, "%f\t", (float)(*(u16*)&cur_vertex[2+elements[elem].Offset])/65535.f); break; case D3DDECLTYPE_USHORT4N: fprintf(file, "%f ", (float)(*(u16*)&cur_vertex[elements[elem].Offset])/65535.f); fprintf(file, "%f ", (float)(*(u16*)&cur_vertex[2+elements[elem].Offset])/65535.f); fprintf(file, "%f ", (float)(*(u16*)&cur_vertex[4+elements[elem].Offset])/65535.f); fprintf(file, "%f\t", (float)(*(u16*)&cur_vertex[6+elements[elem].Offset])/65535.f); break; } fprintf(file, "\t"); } fprintf(file, "\n"); } fprintf(file, "\nTRIANGLE INDICES\n"); for (int i = 0; i < IndexGenerator::GetNumTriangles(); ++i) fprintf(file, "%d\t%d\t%d\n", tri_indices[3*i], tri_indices[3*i+1], tri_indices[3*i+2]); fprintf(file, "\nLINE INDICES\n"); for (int i = 0; i < IndexGenerator::GetNumLines(); ++i) fprintf(file, "%d\t%d\n", line_indices[2*i], line_indices[2*i+1]); fprintf(file, "\nPOINT INDICES\n"); for (int i = 0; i < IndexGenerator::GetNumPoints(); ++i) fprintf(file, "%d\n", point_indices[i]); fclose(file); break; } case 14: // Vertex Description { D3DVERTEXELEMENT9* elements; int num_elements; ((DX9::VertexManager*)g_vertex_manager)->GetElements(g_nativeVertexFmt, &elements, &num_elements); if (elements == NULL || num_elements == 0) return; char filename[MAX_PATH]; sprintf(filename, "%s/vertex_decl.txt", dump_path); FILE* file = fopen(filename, "w"); fprintf(file, "Index\tOffset\tType\t\tUsage\t\tUsageIndex\n"); for (int i = 0; i < num_elements; ++i) { const char* types[] = { "FLOAT1 " , "FLOAT2 ", "FLOAT3 ", "FLOAT4 ", "D3DCOLOR", "UBYTE4 ", "SHORT2 ", "SHORT4 ", "UBYTE4N " , "SHORT2N ", "SHORT4N ", "USHORT2N", "USHORT4N", "UDEC3 ", "DEC3N ", "FLOAT16_2", "FLOAT16_4", "UNUSED ", }; const char* usages[] = { "POSITION ", "BLENDWEIGHT ", "BLENDINDICES", "NORMAL ", "PSIZE ", "TEXCOORD ", "TANGENT ", "BINORMAL ", "TESSFACTOR ", "POSITIONT ", "COLOR ", "FOG ", "DEPTH ", "SAMPLE ", }; fprintf(file, "%d\t%d\t%s\t%s\t%d\n", i, elements[i].Offset, types[elements[i].Type], usages[elements[i].Usage], elements[i].UsageIndex); } fclose(file); break; } case 15: // Vertex Matrices break; case 16: // Statistics break; } } void GFXDebuggerDX9::OnGoButton(wxCommandEvent& event) { DX9DebuggerToPauseAtNext = NOT_PAUSE; DX9DebuggerPauseFlag = false; } void GFXDebuggerDX9::OnClearScreenButton(wxCommandEvent& event) { } void GFXDebuggerDX9::OnClearTextureCacheButton(wxCommandEvent& event) { TextureCache::Invalidate(false); } void GFXDebuggerDX9::OnClearVertexShaderCacheButton(wxCommandEvent& event) { } void GFXDebuggerDX9::OnClearPixelShaderCacheButton(wxCommandEvent& event) { } void UpdateFPSDisplay(const char *text); extern bool D3D::bFrameInProgress; static void DX9DebuggerUpdateScreen() { // 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(); } } void DX9DebuggerCheckAndPause(bool update) { if (DX9DebuggerPauseFlag) { g_pdebugger->EnableButtons(true); while( DX9DebuggerPauseFlag ) { UpdateFPSDisplay("Paused by Video Debugger"); if (update) DX9DebuggerUpdateScreen(); Sleep(5); } g_pdebugger->EnableButtons(false); } } void DX9DebuggerToPause(bool update) { DX9DebuggerToPauseAtNext = NOT_PAUSE; DX9DebuggerPauseFlag = true; DX9DebuggerCheckAndPause(update); } void ContinueDX9Debugger() { DX9DebuggerPauseFlag = false; } void GFXDebuggerDX9::OnUpdateScreenButton(wxCommandEvent& event) { DX9DebuggerUpdateScreen(); }