406 lines
14 KiB
C++
406 lines
14 KiB
C++
// Copyright (C) 2003 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#include "IniFile.h"
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#include "Debugger.h"
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#include "FileUtil.h"
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#include "VideoConfig.h"
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#include "../Globals.h"
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#include "../D3DBase.h"
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#include "../FramebufferManager.h"
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#include "../TextureCache.h"
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#include "../VertexShaderCache.h"
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#include "../PixelShaderCache.h"
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extern int g_Preset;
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BEGIN_EVENT_TABLE(GFXDebuggerDX9, wxPanel)
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EVT_CLOSE(GFXDebuggerDX9::OnClose)
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EVT_CHECKBOX(ID_SAVETOFILE,GFXDebuggerDX9::GeneralSettings)
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EVT_CHECKBOX(ID_INFOLOG,GFXDebuggerDX9::GeneralSettings)
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EVT_CHECKBOX(ID_PRIMLOG,GFXDebuggerDX9::GeneralSettings)
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EVT_CHECKBOX(ID_SAVETEXTURES,GFXDebuggerDX9::GeneralSettings)
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EVT_CHECKBOX(ID_SAVETARGETS,GFXDebuggerDX9::GeneralSettings)
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EVT_CHECKBOX(ID_SAVESHADERS,GFXDebuggerDX9::GeneralSettings)
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EVT_BUTTON(ID_PAUSE,GFXDebuggerDX9::OnPauseButton)
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EVT_BUTTON(ID_PAUSE_AT_NEXT,GFXDebuggerDX9::OnPauseAtNextButton)
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EVT_BUTTON(ID_PAUSE_AT_NEXT_FRAME,GFXDebuggerDX9::OnPauseAtNextFrameButton)
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EVT_BUTTON(ID_GO,GFXDebuggerDX9::OnGoButton)
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EVT_BUTTON(ID_DUMP,GFXDebuggerDX9::OnDumpButton)
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EVT_BUTTON(ID_UPDATE_SCREEN,GFXDebuggerDX9::OnUpdateScreenButton)
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EVT_BUTTON(ID_CLEAR_SCREEN,GFXDebuggerDX9::OnClearScreenButton)
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EVT_BUTTON(ID_CLEAR_TEXTURE_CACHE,GFXDebuggerDX9::OnClearTextureCacheButton)
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EVT_BUTTON(ID_CLEAR_VERTEX_SHADER_CACHE,GFXDebuggerDX9::OnClearVertexShaderCacheButton)
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EVT_BUTTON(ID_CLEAR_PIXEL_SHADER_CACHE,GFXDebuggerDX9::OnClearPixelShaderCacheButton)
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END_EVENT_TABLE()
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GFXDebuggerDX9::GFXDebuggerDX9(wxWindow *parent, wxWindowID id, const wxPoint &position,
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const wxSize& size, long style, const wxString &title)
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: wxPanel(parent, id, position, size, style, title)
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{
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CreateGUIControls();
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LoadSettings();
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}
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GFXDebuggerDX9::~GFXDebuggerDX9()
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{
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SaveSettings();
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}
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void GFXDebuggerDX9::OnClose(wxCloseEvent& event)
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{
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// save the window position when we hide the window
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SaveSettings();
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event.Skip(); // This means wxDialog's Destroy is used
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}
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void GFXDebuggerDX9::SaveSettings() const
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{
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IniFile file;
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file.Load(File::GetUserPath(F_DEBUGGERCONFIG_IDX));
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// TODO: make this work when we close the entire program too, currently on total close we get
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// weird values, perhaps because of some conflict with the rendering window
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// TODO: get the screen resolution and make limits from that
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if (GetPosition().x < 1000 && GetPosition().y < 1000
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&& GetSize().GetWidth() < 1000
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&& GetSize().GetHeight() < 1000)
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{
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file.Set("VideoWindow", "x", GetPosition().x);
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file.Set("VideoWindow", "y", GetPosition().y);
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file.Set("VideoWindow", "w", GetSize().GetWidth());
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file.Set("VideoWindow", "h", GetSize().GetHeight());
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}
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file.Set("VideoWindow", "WriteToFile", m_Check[0]->IsChecked());
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//g_Config.iLog = bInfoLog ? CONF_LOG : 0;
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//g_Config.iLog |= bPrimLog ? CONF_PRIMLOG : 0;
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//g_Config.iLog |= bSaveTextures ? CONF_SAVETEXTURES : 0;
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//g_Config.iLog |= bSaveTargets ? CONF_SAVETARGETS : 0;
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//g_Config.iLog |= bSaveShaders ? CONF_SAVESHADERS : 0;
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//file.Set("VideoWindow", "ConfBits", g_Config.iLog);
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file.Save(File::GetUserPath(F_DEBUGGERCONFIG_IDX));
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}
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void GFXDebuggerDX9::LoadSettings()
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{
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IniFile file;
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file.Load(File::GetUserPath(F_DEBUGGERCONFIG_IDX));
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int x = 100, y = 100, w = 100, h = 100;
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file.Get("VideoWindow", "x", &x, GetPosition().x);
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file.Get("VideoWindow", "y", &y, GetPosition().y);
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file.Get("VideoWindow", "w", &w, GetSize().GetWidth());
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file.Get("VideoWindow", "h", &h, GetSize().GetHeight());
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SetSize(x, y, w, h);
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//file.Get("VideoWindow", "ConfBits", &g_Config.iLog, 0);
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//bInfoLog = (g_Config.iLog & CONF_LOG) ? true : false;
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//bPrimLog = (g_Config.iLog & CONF_PRIMLOG) ? true : false;
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//bSaveTextures = (g_Config.iLog & CONF_SAVETEXTURES) ? true : false;
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//bSaveTargets = (g_Config.iLog & CONF_SAVETARGETS) ? true : false;
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//bSaveShaders = (g_Config.iLog & CONF_SAVESHADERS) ? true : false;
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//m_Check[1]->SetValue(bInfoLog);
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//m_Check[2]->SetValue(bPrimLog);
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//m_Check[3]->SetValue(bSaveTextures);
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//m_Check[4]->SetValue(bSaveTargets);
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//m_Check[5]->SetValue(bSaveShaders);
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}
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struct PauseEventMap
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{
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PauseEvent event;
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const wxString ListStr;
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};
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static PauseEventMap pauseEventMap[] = {
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{NEXT_FRAME, wxT("Frame")},
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{NEXT_FLUSH, wxT("Flush")},
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{NEXT_PIXEL_SHADER_CHANGE, wxT("Pixel Shader")},
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{NEXT_VERTEX_SHADER_CHANGE, wxT("Vertex Shader")},
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{NEXT_TEXTURE_CHANGE, wxT("Texture")},
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{NEXT_NEW_TEXTURE, wxT("New Texture")},
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{NEXT_XFB_CMD, wxT("XFB Cmd")},
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{NEXT_EFB_CMD, wxT("EFB Cmd")},
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{NEXT_MATRIX_CMD, wxT("Matrix Cmd")},
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{NEXT_VERTEX_CMD, wxT("Vertex Cmd")},
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{NEXT_TEXTURE_CMD, wxT("Texture Cmd")},
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{NEXT_LIGHT_CMD, wxT("Light Cmd")},
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{NEXT_FOG_CMD, wxT("Fog Cmd")},
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{NEXT_SET_TLUT, wxT("TLUT Cmd")},
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{NEXT_ERROR, wxT("Error")}
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};
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static const int numPauseEventMap = sizeof(pauseEventMap)/sizeof(PauseEventMap);
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static GFXDebuggerDX9 *g_pdebugger = NULL;
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void GFXDebuggerDX9::CreateGUIControls()
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{
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g_pdebugger = this;
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// Basic settings
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CenterOnParent();
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// MainPanel
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m_MainPanel = new wxPanel(this, ID_MAINPANEL, wxDefaultPosition, wxDefaultSize);
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// Options
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wxStaticBoxSizer *sOptions = new wxStaticBoxSizer(wxVERTICAL, m_MainPanel, wxT("Options"));
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m_Check[0] = new wxCheckBox(m_MainPanel, ID_SAVETOFILE, wxT("Save to file"), wxDefaultPosition, wxDefaultSize, 0, wxDefaultValidator);
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m_Check[1] = new wxCheckBox(m_MainPanel, ID_INFOLOG, wxT("Info log"), wxDefaultPosition, wxDefaultSize, 0, wxDefaultValidator);
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m_Check[2] = new wxCheckBox(m_MainPanel, ID_PRIMLOG, wxT("Primary log"), wxDefaultPosition, wxDefaultSize, 0, wxDefaultValidator);
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m_Check[3] = new wxCheckBox(m_MainPanel, ID_SAVETEXTURES, wxT("Save Textures"), wxDefaultPosition, wxDefaultSize, 0, wxDefaultValidator);
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m_Check[4] = new wxCheckBox(m_MainPanel, ID_SAVETARGETS, wxT("Save Targets"), wxDefaultPosition, wxDefaultSize, 0, wxDefaultValidator);
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m_Check[5] = new wxCheckBox(m_MainPanel, ID_SAVESHADERS, wxT("Save Shaders"), wxDefaultPosition, wxDefaultSize, 0, wxDefaultValidator);
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m_pButtonPause = new wxButton(m_MainPanel, ID_PAUSE, wxT("Pause"), wxDefaultPosition, wxDefaultSize, 0, wxDefaultValidator, wxT("Pause"));
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m_pButtonPauseAtNext = new wxButton(m_MainPanel, ID_PAUSE_AT_NEXT, wxT("Pause At Next"), wxDefaultPosition, wxDefaultSize, 0, wxDefaultValidator, wxT("Pause At Next"));
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m_pButtonPauseAtNextFrame = new wxButton(m_MainPanel, ID_PAUSE_AT_NEXT_FRAME, wxT("Next Frame"), wxDefaultPosition, wxDefaultSize, 0, wxDefaultValidator, wxT("Next Frame"));
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m_pButtonGo = new wxButton(m_MainPanel, ID_GO, wxT("Go"), wxDefaultPosition, wxDefaultSize, 0, wxDefaultValidator, wxT("Go"));
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m_pPauseAtList = new wxChoice(m_MainPanel, ID_PAUSE_AT_LIST, wxDefaultPosition, wxSize(100,25), 0, NULL,0,wxDefaultValidator, wxT("PauseAtList"));
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for (int i=0; i<numPauseEventMap; i++)
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{
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m_pPauseAtList->Append(pauseEventMap[i].ListStr);
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}
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m_pPauseAtList->SetSelection(0);
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m_pButtonDump = new wxButton(m_MainPanel, ID_DUMP, wxT("Dump"), wxDefaultPosition, wxDefaultSize, 0, wxDefaultValidator, wxT("Dump"));
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m_pButtonUpdateScreen = new wxButton(m_MainPanel, ID_UPDATE_SCREEN, wxT("Update Screen"), wxDefaultPosition, wxDefaultSize, 0, wxDefaultValidator, wxT("Update Screen"));
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m_pButtonClearScreen = new wxButton(m_MainPanel, ID_CLEAR_SCREEN, wxT("Clear Screen"), wxDefaultPosition, wxDefaultSize, 0, wxDefaultValidator, wxT("Clear Screen"));
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m_pButtonClearTextureCache = new wxButton(m_MainPanel, ID_CLEAR_TEXTURE_CACHE, wxT("Clear Textures"), wxDefaultPosition, wxDefaultSize, 0, wxDefaultValidator, wxT("Clear Textures"));
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m_pButtonClearVertexShaderCache = new wxButton(m_MainPanel, ID_CLEAR_VERTEX_SHADER_CACHE, wxT("Clear V Shaders"), wxDefaultPosition, wxDefaultSize, 0, wxDefaultValidator, wxT("Clear V Shaders"));
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m_pButtonClearPixelShaderCache = new wxButton(m_MainPanel, ID_CLEAR_PIXEL_SHADER_CACHE, wxT("Clear P Shaders"), wxDefaultPosition, wxDefaultSize, 0, wxDefaultValidator, wxT("Clear P Shaders"));
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m_pCount = new wxTextCtrl(m_MainPanel, ID_COUNT, wxT("1"), wxDefaultPosition, wxSize(50,25), 0, wxDefaultValidator, wxT("Count"));
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m_pDumpList = new wxChoice(m_MainPanel, ID_DUMP_LIST, wxDefaultPosition, wxSize(120,25), 0, NULL,0,wxDefaultValidator, wxT("DumpList"));
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m_pDumpList->Insert(wxT("Pixel Shader"),0);
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m_pDumpList->Append(wxT("Vertex Shader"));
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m_pDumpList->Append(wxT("Pixel Shader Constants"));
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m_pDumpList->Append(wxT("Vertex Shader Constants"));
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m_pDumpList->Append(wxT("Texture 0"));
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m_pDumpList->Append(wxT("Texture 1"));
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m_pDumpList->Append(wxT("Texture 2"));
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m_pDumpList->Append(wxT("Texture 3"));
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m_pDumpList->Append(wxT("Texture 4"));
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m_pDumpList->Append(wxT("Texture 5"));
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m_pDumpList->Append(wxT("Texture 6"));
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m_pDumpList->Append(wxT("Texture 8"));
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m_pDumpList->Append(wxT("Frame Buffer"));
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m_pDumpList->Append(wxT("Vertices"));
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m_pDumpList->Append(wxT("Vertex Description"));
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m_pDumpList->Append(wxT("Vertex Matrices"));
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m_pDumpList->Append(wxT("Statistics"));
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m_pDumpList->SetSelection(0);
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for (int i = 0; i < NUM_OPTIONS-ID_SAVETOFILE; ++i)
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sOptions->Add(m_Check[i], 0, 0, 5);
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// Layout everything on m_MainPanel
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wxBoxSizer *sMain = new wxBoxSizer(wxVERTICAL);
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sMain->Add(sOptions);
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sMain->Add(m_pButtonPause, 0, 0, 5);
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sMain->Add(m_pButtonPauseAtNext, 0, 0, 5);
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sMain->Add(m_pCount,0,0,5);
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sMain->Add(m_pPauseAtList, 0, 0, 5);
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sMain->Add(m_pButtonDump, 0, 0, 5);
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sMain->Add(m_pDumpList, 0, 0, 5);
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sMain->Add(m_pButtonUpdateScreen, 0, 0, 5);
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sMain->Add(m_pButtonClearScreen, 0, 0, 5);
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sMain->Add(m_pButtonClearTextureCache, 0, 0, 5);
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sMain->Add(m_pButtonClearVertexShaderCache, 0, 0, 5);
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sMain->Add(m_pButtonClearPixelShaderCache, 0, 0, 5);
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sMain->Add(m_pButtonPauseAtNextFrame, 0, 0, 5);
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sMain->Add(m_pButtonGo, 0, 0, 5);
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m_MainPanel->SetSizerAndFit(sMain);
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Fit();
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EnableButtons(false);
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}
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void GFXDebuggerDX9::EnableButtons(bool enable)
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{
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m_pButtonDump->Enable(enable);
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m_pButtonUpdateScreen->Enable(enable);
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m_pButtonClearScreen->Enable(enable);
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m_pButtonClearTextureCache->Enable(enable);
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m_pButtonClearVertexShaderCache->Enable(enable);
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m_pButtonClearPixelShaderCache->Enable(enable);
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}
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// General settings
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void GFXDebuggerDX9::GeneralSettings(wxCommandEvent& event)
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{
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switch (event.GetId())
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{
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case ID_INFOLOG:
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bInfoLog = event.IsChecked();
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break;
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case ID_PRIMLOG:
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bPrimLog = event.IsChecked();
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break;
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case ID_SAVETEXTURES:
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bSaveTextures = event.IsChecked();
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break;
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case ID_SAVETARGETS:
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bSaveTargets = event.IsChecked();
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break;
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case ID_SAVESHADERS:
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bSaveShaders = event.IsChecked();
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break;
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}
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SaveSettings();
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}
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volatile bool DX9DebuggerPauseFlag = false;
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volatile PauseEvent DX9DebuggerToPauseAtNext = NOT_PAUSE;
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volatile int DX9DebuggerEventToPauseCount = 0;
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void GFXDebuggerDX9::OnPauseButton(wxCommandEvent& event)
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{
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DX9DebuggerPauseFlag = true;
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}
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void GFXDebuggerDX9::OnPauseAtNextButton(wxCommandEvent& event)
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{
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DX9DebuggerPauseFlag = false;
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DX9DebuggerToPauseAtNext = pauseEventMap[m_pPauseAtList->GetSelection()].event;
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wxString val = m_pCount->GetValue();
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long value;
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if (val.ToLong(&value) )
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DX9DebuggerEventToPauseCount = value;
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else
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DX9DebuggerEventToPauseCount = 1;
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}
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void GFXDebuggerDX9::OnPauseAtNextFrameButton(wxCommandEvent& event)
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{
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DX9DebuggerPauseFlag = false;
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DX9DebuggerToPauseAtNext = NEXT_FRAME;
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DX9DebuggerEventToPauseCount = 1;
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}
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void GFXDebuggerDX9::OnDumpButton(wxCommandEvent& event)
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{
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}
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void GFXDebuggerDX9::OnGoButton(wxCommandEvent& event)
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{
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DX9DebuggerToPauseAtNext = NOT_PAUSE;
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DX9DebuggerPauseFlag = false;
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}
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void GFXDebuggerDX9::OnClearScreenButton(wxCommandEvent& event)
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{
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}
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void GFXDebuggerDX9::OnClearTextureCacheButton(wxCommandEvent& event)
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{
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TextureCache::Invalidate(false);
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}
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void GFXDebuggerDX9::OnClearVertexShaderCacheButton(wxCommandEvent& event)
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{
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}
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void GFXDebuggerDX9::OnClearPixelShaderCacheButton(wxCommandEvent& event)
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{
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}
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void UpdateFPSDisplay(const char *text);
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extern bool D3D::bFrameInProgress;
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static void DX9DebuggerUpdateScreen()
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{
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// update screen
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if (D3D::bFrameInProgress)
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{
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D3D::dev->SetRenderTarget(0, D3D::GetBackBufferSurface());
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D3D::dev->SetDepthStencilSurface(NULL);
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D3D::dev->StretchRect(FBManager.GetEFBColorRTSurface(), NULL,
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D3D::GetBackBufferSurface(), NULL,
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D3DTEXF_LINEAR);
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D3D::dev->EndScene();
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D3D::dev->Present(NULL, NULL, NULL, NULL);
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D3D::dev->SetRenderTarget(0, FBManager.GetEFBColorRTSurface());
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D3D::dev->SetDepthStencilSurface(FBManager.GetEFBDepthRTSurface());
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D3D::dev->BeginScene();
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}
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else
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{
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D3D::dev->EndScene();
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D3D::dev->Present(NULL, NULL, NULL, NULL);
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D3D::dev->BeginScene();
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}
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}
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void DX9DebuggerCheckAndPause(bool update)
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{
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if (DX9DebuggerPauseFlag)
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{
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g_pdebugger->EnableButtons(true);
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while( DX9DebuggerPauseFlag )
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{
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UpdateFPSDisplay("Paused by Video Debugger");
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if (update) DX9DebuggerUpdateScreen();
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Sleep(5);
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}
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g_pdebugger->EnableButtons(false);
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}
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}
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void DX9DebuggerToPause(bool update)
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{
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DX9DebuggerToPauseAtNext = NOT_PAUSE;
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DX9DebuggerPauseFlag = true;
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DX9DebuggerCheckAndPause(update);
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}
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void ContinueDX9Debugger()
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{
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DX9DebuggerPauseFlag = false;
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}
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void GFXDebuggerDX9::OnUpdateScreenButton(wxCommandEvent& event)
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{
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DX9DebuggerUpdateScreen();
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}
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