dolphin/Source/Core/DolphinWX/Debugger/DebuggerPanel.cpp

316 lines
10 KiB
C++

// Copyright 2010 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include <cstddef>
#include <string>
#include <wx/button.h>
#include <wx/choice.h>
#include <wx/msgdlg.h>
#include <wx/panel.h>
#include <wx/sizer.h>
#include <wx/textctrl.h>
#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"));
m_pButtonPause->Bind(wxEVT_BUTTON, &GFXDebuggerPanel::OnPauseButton, this);
m_pButtonPauseAtNext = new wxButton(this, wxID_ANY, _("Pause After"));
m_pButtonPauseAtNext->Bind(wxEVT_BUTTON, &GFXDebuggerPanel::OnPauseAtNextButton, this);
m_pButtonPauseAtNextFrame = new wxButton(this, wxID_ANY, _("Go to Next Frame"));
m_pButtonPauseAtNextFrame->Bind(wxEVT_BUTTON, &GFXDebuggerPanel::OnPauseAtNextFrameButton, this);
m_pButtonCont = new wxButton(this, wxID_ANY, _("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"));
m_pButtonDump->Bind(wxEVT_BUTTON, &GFXDebuggerPanel::OnDumpButton, this);
m_pButtonUpdateScreen = new wxButton(this, wxID_ANY, _("Update Screen"));
m_pButtonUpdateScreen->Bind(wxEVT_BUTTON, &GFXDebuggerPanel::OnUpdateScreenButton, this);
m_pButtonClearScreen = new wxButton(this, wxID_ANY, _("Clear Screen"));
m_pButtonClearScreen->Bind(wxEVT_BUTTON, &GFXDebuggerPanel::OnClearScreenButton, this);
m_pButtonClearTextureCache = new wxButton(this, wxID_ANY, _("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();
}