// 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 "VideoConfig.h" #include "../Globals.h" #include "../D3DBase.h" #include "../FramebufferManager.h" #include "../TextureCache.h" #include "../VertexShaderCache.h" #include "../PixelShaderCache.h" extern int g_Preset; BEGIN_EVENT_TABLE(GFXDebuggerDX9,wxDialog) 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 wxString &title, const wxPoint &position, const wxSize& size, long style) : wxDialog(parent, id, title, position, size, style) { 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(DEBUGGER_CONFIG_FILE); // 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(DEBUGGER_CONFIG_FILE); } void GFXDebuggerDX9::LoadSettings() { IniFile file; file.Load(DEBUGGER_CONFIG_FILE); 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 SetIcon(wxNullIcon); 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 8")); 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) { } 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) { VertexShaderCache::Clear(); } void GFXDebuggerDX9::OnClearPixelShaderCacheButton(wxCommandEvent& event) { PixelShaderCache::Clear(); } 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(FBManager::GetEFBColorRTSurface(), NULL, D3D::GetBackBufferSurface(), NULL, D3DTEXF_LINEAR); D3D::dev->EndScene(); D3D::dev->Present(NULL, NULL, NULL, NULL); D3D::dev->SetRenderTarget(0, FBManager::GetEFBColorRTSurface()); D3D::dev->SetDepthStencilSurface(FBManager::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(); }