// Copyright 2010 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. #include #include #include #include #include #include #include #include #include "Common/CommonFuncs.h" #include "Common/FileUtil.h" #include "Common/IniFile.h" #include "Core/ConfigManager.h" #include "DolphinWX/Debugger/DebuggerPanel.h" #include "DolphinWX/WxUtils.h" #include "VideoCommon/Debugger.h" #include "VideoCommon/TextureCacheBase.h" GFXDebuggerPanel::GFXDebuggerPanel(wxWindow* parent, wxWindowID id, const wxPoint& position, const wxSize& size, long style, const wxString& title) : wxPanel(parent, id, position, size, style, title) { g_pdebugger = this; CreateGUIControls(); } GFXDebuggerPanel::~GFXDebuggerPanel() { g_pdebugger = nullptr; GFXDebuggerPauseFlag = false; } struct PauseEventMap { PauseEvent event; const wxString ListStr; }; static PauseEventMap* pauseEventMap; void GFXDebuggerPanel::CreateGUIControls() { static PauseEventMap map[] = {{NEXT_FRAME, _("Frame")}, {NEXT_FLUSH, _("Flush")}, {NEXT_PIXEL_SHADER_CHANGE, _("Pixel Shader")}, {NEXT_VERTEX_SHADER_CHANGE, _("Vertex Shader")}, {NEXT_TEXTURE_CHANGE, _("Texture")}, {NEXT_NEW_TEXTURE, _("New Texture")}, {NEXT_XFB_CMD, _("XFB Cmd")}, {NEXT_EFB_CMD, _("EFB Cmd")}, {NEXT_MATRIX_CMD, _("Matrix Cmd")}, {NEXT_VERTEX_CMD, _("Vertex Cmd")}, {NEXT_TEXTURE_CMD, _("Texture Cmd")}, {NEXT_LIGHT_CMD, _("Light Cmd")}, {NEXT_FOG_CMD, _("Fog Cmd")}, {NEXT_SET_TLUT, _("TLUT Cmd")}, {NEXT_ERROR, _("Error")}}; pauseEventMap = map; static constexpr int numPauseEventMap = ArraySize(map); const int space3 = FromDIP(3); m_pButtonPause = new wxButton(this, wxID_ANY, _("Pause"), wxDefaultPosition, wxDefaultSize, 0, wxDefaultValidator, _("Pause")); m_pButtonPause->Bind(wxEVT_BUTTON, &GFXDebuggerPanel::OnPauseButton, this); m_pButtonPauseAtNext = new wxButton(this, wxID_ANY, _("Pause After"), wxDefaultPosition, wxDefaultSize, 0, wxDefaultValidator, _("Pause At Next")); m_pButtonPauseAtNext->Bind(wxEVT_BUTTON, &GFXDebuggerPanel::OnPauseAtNextButton, this); m_pButtonPauseAtNextFrame = new wxButton(this, wxID_ANY, _("Go to Next Frame"), wxDefaultPosition, wxDefaultSize, 0, wxDefaultValidator, _("Next Frame")); m_pButtonPauseAtNextFrame->Bind(wxEVT_BUTTON, &GFXDebuggerPanel::OnPauseAtNextFrameButton, this); m_pButtonCont = new wxButton(this, wxID_ANY, _("Continue"), wxDefaultPosition, wxDefaultSize, 0, wxDefaultValidator, _("Continue")); m_pButtonCont->Bind(wxEVT_BUTTON, &GFXDebuggerPanel::OnContButton, this); m_pCount = new wxTextCtrl(this, wxID_ANY, "1", wxDefaultPosition, wxDefaultSize, wxTE_RIGHT, wxDefaultValidator, _("Count")); m_pCount->SetMinSize(WxUtils::GetTextWidgetMinSize(m_pCount, 10000)); m_pPauseAtList = new wxChoice(this, wxID_ANY); for (int i = 0; i < numPauseEventMap; i++) { m_pPauseAtList->Append(pauseEventMap[i].ListStr); } m_pPauseAtList->SetSelection(0); m_pButtonDump = new wxButton(this, wxID_ANY, _("Dump"), wxDefaultPosition, wxDefaultSize, 0, wxDefaultValidator, _("Dump")); m_pButtonDump->Bind(wxEVT_BUTTON, &GFXDebuggerPanel::OnDumpButton, this); m_pButtonUpdateScreen = new wxButton(this, wxID_ANY, _("Update Screen"), wxDefaultPosition, wxDefaultSize, 0, wxDefaultValidator, _("Update Screen")); m_pButtonUpdateScreen->Bind(wxEVT_BUTTON, &GFXDebuggerPanel::OnUpdateScreenButton, this); m_pButtonClearScreen = new wxButton(this, wxID_ANY, _("Clear Screen"), wxDefaultPosition, wxDefaultSize, 0, wxDefaultValidator, _("Clear Screen")); m_pButtonClearScreen->Bind(wxEVT_BUTTON, &GFXDebuggerPanel::OnClearScreenButton, this); m_pButtonClearTextureCache = new wxButton(this, wxID_ANY, _("Clear Textures"), wxDefaultPosition, wxDefaultSize, 0, wxDefaultValidator, _("Clear Textures")); m_pButtonClearTextureCache->Bind(wxEVT_BUTTON, &GFXDebuggerPanel::OnClearTextureCacheButton, this); const wxString clear_vertex_shaders = _("Clear Vertex Shaders"); m_pButtonClearVertexShaderCache = new wxButton(this, wxID_ANY, clear_vertex_shaders, wxDefaultPosition, wxDefaultSize, 0, wxDefaultValidator, clear_vertex_shaders); m_pButtonClearVertexShaderCache->Bind(wxEVT_BUTTON, &GFXDebuggerPanel::OnClearVertexShaderCacheButton, this); const wxString clear_pixel_shaders = _("Clear Pixel Shaders"); m_pButtonClearPixelShaderCache = new wxButton(this, wxID_ANY, clear_pixel_shaders, wxDefaultPosition, wxDefaultSize, 0, wxDefaultValidator, clear_pixel_shaders); m_pButtonClearPixelShaderCache->Bind(wxEVT_BUTTON, &GFXDebuggerPanel::OnClearPixelShaderCacheButton, this); m_pDumpList = new wxChoice(this, wxID_ANY); m_pDumpList->Insert(_("Pixel Shader"), 0); m_pDumpList->Append(_("Vertex Shader")); m_pDumpList->Append(_("Pixel Shader Constants")); m_pDumpList->Append(_("Vertex Shader Constants")); m_pDumpList->Append(_("Textures")); m_pDumpList->Append(_("Frame Buffer")); m_pDumpList->Append(_("Geometry data")); m_pDumpList->Append(_("Vertex Description")); m_pDumpList->Append(_("Vertex Matrices")); m_pDumpList->Append(_("Statistics")); m_pDumpList->SetSelection(0); wxBoxSizer* sMain = new wxBoxSizer(wxVERTICAL); wxBoxSizer* const pPauseAtNextSzr = new wxBoxSizer(wxHORIZONTAL); pPauseAtNextSzr->Add(m_pCount, 0, wxALIGN_CENTER_VERTICAL); pPauseAtNextSzr->Add(m_pPauseAtList, 0, wxALIGN_CENTER_VERTICAL | wxLEFT, space3); wxFlexGridSizer* const flow_szr = new wxFlexGridSizer(2, space3, space3); flow_szr->Add(m_pButtonPause, 0, wxEXPAND); flow_szr->AddSpacer(1); flow_szr->Add(m_pButtonPauseAtNext, 0, wxEXPAND); flow_szr->Add(pPauseAtNextSzr, 0, wxEXPAND); flow_szr->Add(m_pButtonPauseAtNextFrame, 0, wxEXPAND); flow_szr->AddSpacer(1); flow_szr->Add(m_pButtonCont, 0, wxEXPAND); flow_szr->AddSpacer(1); wxStaticBoxSizer* const pFlowCtrlBox = new wxStaticBoxSizer(wxVERTICAL, this, _("Flow Control")); pFlowCtrlBox->Add(flow_szr, 1, wxEXPAND); wxBoxSizer* const pDumpSzr = new wxBoxSizer(wxHORIZONTAL); pDumpSzr->Add(m_pButtonDump, 0, wxALIGN_CENTER_VERTICAL); pDumpSzr->Add(m_pDumpList, 0, wxALIGN_CENTER_VERTICAL | wxLEFT, space3); wxGridSizer* const pDbgGrid = new wxGridSizer(2, space3, space3); pDbgGrid->Add(m_pButtonUpdateScreen, 0, wxEXPAND); pDbgGrid->Add(m_pButtonClearScreen, 0, wxEXPAND); pDbgGrid->Add(m_pButtonClearTextureCache, 0, wxEXPAND); pDbgGrid->Add(m_pButtonClearVertexShaderCache, 0, wxEXPAND); pDbgGrid->Add(m_pButtonClearPixelShaderCache, 0, wxEXPAND); wxStaticBoxSizer* const pDebugBox = new wxStaticBoxSizer(wxVERTICAL, this, _("Debugging")); pDebugBox->Add(pDumpSzr, 0, wxEXPAND); pDebugBox->Add(pDbgGrid, 1, wxTOP, space3); sMain->Add(pFlowCtrlBox); sMain->Add(pDebugBox); SetSizerAndFit(sMain); OnContinue(); } void GFXDebuggerPanel::OnPause() { m_pButtonDump->Enable(); m_pDumpList->Enable(); m_pButtonUpdateScreen->Enable(); m_pButtonClearScreen->Enable(); m_pButtonClearTextureCache->Enable(); m_pButtonClearVertexShaderCache->Enable(); m_pButtonClearPixelShaderCache->Enable(); } void GFXDebuggerPanel::OnContinue() { m_pButtonDump->Disable(); m_pDumpList->Disable(); m_pButtonUpdateScreen->Disable(); m_pButtonClearScreen->Disable(); m_pButtonClearTextureCache->Disable(); m_pButtonClearVertexShaderCache->Disable(); m_pButtonClearPixelShaderCache->Disable(); } void GFXDebuggerPanel::OnPauseButton(wxCommandEvent& event) { GFXDebuggerPauseFlag = true; } void GFXDebuggerPanel::OnPauseAtNextButton(wxCommandEvent& event) { GFXDebuggerPauseFlag = false; GFXDebuggerToPauseAtNext = pauseEventMap[m_pPauseAtList->GetSelection()].event; wxString val = m_pCount->GetValue(); long value; if (val.ToLong(&value)) GFXDebuggerEventToPauseCount = value; else GFXDebuggerEventToPauseCount = 1; } void GFXDebuggerPanel::OnPauseAtNextFrameButton(wxCommandEvent& event) { GFXDebuggerPauseFlag = false; GFXDebuggerToPauseAtNext = NEXT_FRAME; GFXDebuggerEventToPauseCount = 1; } void GFXDebuggerPanel::OnDumpButton(wxCommandEvent& event) { std::string dump_path = File::GetUserPath(D_DUMP_IDX) + "Debug/" + SConfig::GetInstance().GetGameID() + "/"; if (!File::CreateFullPath(dump_path)) return; switch (m_pDumpList->GetSelection()) { case 0: // Pixel Shader DumpPixelShader(dump_path); break; case 1: // Vertex Shader DumpVertexShader(dump_path); break; case 2: // Pixel Shader Constants DumpPixelShaderConstants(dump_path); WxUtils::ShowErrorDialog(_("Not implemented")); break; case 3: // Vertex Shader Constants DumpVertexShaderConstants(dump_path); WxUtils::ShowErrorDialog(_("Not implemented")); break; case 4: // Textures DumpTextures(dump_path); WxUtils::ShowErrorDialog(_("Not implemented")); break; case 5: // Frame Buffer DumpFrameBuffer(dump_path); WxUtils::ShowErrorDialog(_("Not implemented")); break; case 6: // Geometry DumpGeometry(dump_path); WxUtils::ShowErrorDialog(_("Not implemented")); break; case 7: // Vertex Description DumpVertexDecl(dump_path); WxUtils::ShowErrorDialog(_("Not implemented")); break; case 8: // Vertex Matrices DumpMatrices(dump_path); WxUtils::ShowErrorDialog(_("Not implemented")); break; case 9: // Statistics DumpStats(dump_path); WxUtils::ShowErrorDialog(_("Not implemented")); break; } } void GFXDebuggerPanel::OnContButton(wxCommandEvent& event) { GFXDebuggerToPauseAtNext = NOT_PAUSE; GFXDebuggerPauseFlag = false; } void GFXDebuggerPanel::OnClearScreenButton(wxCommandEvent& event) { // TODO WxUtils::ShowErrorDialog(_("Not implemented")); } void GFXDebuggerPanel::OnClearTextureCacheButton(wxCommandEvent& event) { g_texture_cache->Invalidate(); } void GFXDebuggerPanel::OnClearVertexShaderCacheButton(wxCommandEvent& event) { // TODO WxUtils::ShowErrorDialog(_("Not implemented")); } void GFXDebuggerPanel::OnClearPixelShaderCacheButton(wxCommandEvent& event) { // TODO WxUtils::ShowErrorDialog(_("Not implemented")); } void GFXDebuggerPanel::OnUpdateScreenButton(wxCommandEvent& event) { WxUtils::ShowErrorDialog(_("Not implemented")); GFXDebuggerUpdateScreen(); }