// Copyright 2010 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. #include #include "Common/FileUtil.h" #include "Common/StringUtil.h" #include "Common/Thread.h" #include "VideoCommon/BPMemory.h" #include "VideoCommon/Debugger.h" #include "VideoCommon/VideoConfig.h" 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) { if (update) GFXDebuggerUpdateScreen(); Common::SleepCurrentThread(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 = bpmem.dstalpha.enable && bpmem.blendmode.alphaupdate && bpmem.zcontrol.pixel_format == PEControl::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 }