mirror of https://github.com/PCSX2/pcsx2.git
gsdx debug: static GSState::s_n
This way you can access the current draw call anywhere. Very useful for debug.
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@ -20,6 +20,7 @@
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*/
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#include "stdafx.h"
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#include "GSState.h"
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#include "GSDeviceOGL.h"
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#include "GLState.h"
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#include "GSUtil.h"
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@ -45,7 +46,6 @@ static const uint32 g_ps_cb_index = 21;
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static const uint32 g_gs_cb_index = 22;
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bool GSDeviceOGL::m_debug_gl_call = false;
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int GSDeviceOGL::s_n = 0;
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int GSDeviceOGL::m_shader_inst = 0;
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int GSDeviceOGL::m_shader_reg = 0;
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FILE* GSDeviceOGL::m_debug_gl_file = NULL;
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@ -898,7 +898,7 @@ void GSDeviceOGL::InitPrimDateTexture(GSTexture* rt, const GSVector4i& area)
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void GSDeviceOGL::RecycleDateTexture()
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{
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if (m_date.t) {
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//static_cast<GSTextureOGL*>(m_date.t)->Save(format("/tmp/date_adv_%04ld.csv", s_n));
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//static_cast<GSTextureOGL*>(m_date.t)->Save(format("/tmp/date_adv_%04ld.csv", GSState::s_n));
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Recycle(m_date.t);
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m_date.t = NULL;
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@ -1890,11 +1890,11 @@ void GSDeviceOGL::DebugOutputToFile(GLenum gl_source, GLenum gl_type, GLuint id,
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#ifdef _DEBUG
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// Don't spam noisy information on the terminal
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if (gl_severity != GL_DEBUG_SEVERITY_NOTIFICATION) {
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fprintf(stderr,"T:%s\tID:%d\tS:%s\t=> %s\n", type.c_str(), s_n, severity.c_str(), message.c_str());
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fprintf(stderr,"T:%s\tID:%d\tS:%s\t=> %s\n", type.c_str(), GSState::s_n, severity.c_str(), message.c_str());
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}
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#else
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// Print nouveau shader compiler info
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if (s_n == 0) {
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if (GSState::s_n == 0) {
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int t, local, gpr, inst, byte;
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int status = sscanf(message.c_str(), "type: %d, local: %d, gpr: %d, inst: %d, bytes: %d",
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&t, &local, &gpr, &inst, &byte);
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@ -1907,7 +1907,7 @@ void GSDeviceOGL::DebugOutputToFile(GLenum gl_source, GLenum gl_type, GLuint id,
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#endif
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if (m_debug_gl_file)
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fprintf(m_debug_gl_file,"T:%s\tID:%d\tS:%s\t=> %s\n", type.c_str(), s_n, severity.c_str(), message.c_str());
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fprintf(m_debug_gl_file,"T:%s\tID:%d\tS:%s\t=> %s\n", type.c_str(), GSState::s_n, severity.c_str(), message.c_str());
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#ifdef _DEBUG
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if (sev_counter >= 5) {
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@ -395,7 +395,6 @@ public:
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static const int m_NO_BLEND;
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static const int m_MERGE_BLEND;
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static int s_n;
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static int m_shader_inst;
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static int m_shader_reg;
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@ -1098,7 +1098,6 @@ void GSRendererOGL::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sour
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ASSERT(m_dev != NULL);
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GSDeviceOGL* dev = (GSDeviceOGL*)m_dev;
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dev->s_n = s_n;
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// HLE implementation of the channel selection effect
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//
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@ -27,6 +27,8 @@ extern int g_crc_hack_level;
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//#define Offset_ST // Fixes Persona3 mini map alignment which is off even in software rendering
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int GSState::s_n = 0;
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GSState::GSState()
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: m_version(6)
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, m_mt(false)
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@ -224,7 +224,7 @@ public:
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bool m_nativeres;
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bool m_mipmap;
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int s_n;
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static int s_n;
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bool s_dump;
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bool s_save;
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bool s_savet;
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