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Merged the D3D9 debugger into VideoCommon/VideoUICommon:
Separated UI from debugger functionality. Generally cleaned up that stuff. Most functionality needs to be reimplemented now, but will be available to D3D9, D3D11 as well as OpenGL then. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6523 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -35,8 +35,8 @@
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#include "BPStructs.h"
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#include "XFStructs.h"
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#include "debugger/debugger.h"
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#include "Debugger.h"
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#include "VideoConfig.h"
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// internal state for loading vertices
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extern NativeVertexFormat *g_nativeVertexFmt;
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@ -47,7 +47,8 @@ namespace DX9
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inline void DumpBadShaders()
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{
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#if defined(_DEBUG) || defined(DEBUGFAST)
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std::string error_shaders;
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// TODO: Reimplement!
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/* std::string error_shaders;
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error_shaders.append(VertexShaderCache::GetCurrentShaderCode());
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error_shaders.append(PixelShaderCache::GetCurrentShaderCode());
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char filename[512] = "bad_shader_combo_0.txt";
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@ -58,7 +59,7 @@ inline void DumpBadShaders()
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sprintf(filename, "bad_shader_combo_%i.txt", which);
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}
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File::WriteStringToFile(true, error_shaders, filename);
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PanicAlert("DrawIndexedPrimitiveUP failed. Shaders written to %s", filename);
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PanicAlert("DrawIndexedPrimitiveUP failed. Shaders written to %s", filename);*/
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#endif
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}
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@ -157,12 +158,12 @@ void VertexManager::vFlush()
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if (!PixelShaderCache::SetShader(DSTALPHA_NONE,g_nativeVertexFmt->m_components))
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{
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DEBUGGER_PAUSE_LOG_AT(NEXT_ERROR,true,{printf("Fail to set pixel shader\n");});
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GFX_DEBUGGER_PAUSE_LOG_AT(NEXT_ERROR,true,{printf("Fail to set pixel shader\n");});
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goto shader_fail;
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}
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if (!VertexShaderCache::SetShader(g_nativeVertexFmt->m_components))
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{
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DEBUGGER_PAUSE_LOG_AT(NEXT_ERROR,true,{printf("Fail to set vertex shader\n");});
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GFX_DEBUGGER_PAUSE_LOG_AT(NEXT_ERROR,true,{printf("Fail to set vertex shader\n");});
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goto shader_fail;
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}
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@ -177,7 +178,7 @@ void VertexManager::vFlush()
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DWORD write = 0;
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if (!PixelShaderCache::SetShader(DSTALPHA_ALPHA_PASS, g_nativeVertexFmt->m_components))
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{
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DEBUGGER_PAUSE_LOG_AT(NEXT_ERROR,true,{printf("Fail to set pixel shader\n");});
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GFX_DEBUGGER_PAUSE_LOG_AT(NEXT_ERROR,true,{printf("Fail to set pixel shader\n");});
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goto shader_fail;
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}
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// update alpha only
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@ -189,7 +190,7 @@ void VertexManager::vFlush()
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D3D::RefreshRenderState(D3DRS_COLORWRITEENABLE);
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D3D::RefreshRenderState(D3DRS_ALPHABLENDENABLE);
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}
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DEBUGGER_PAUSE_AT(NEXT_FLUSH,true);
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GFX_DEBUGGER_PAUSE_AT(NEXT_FLUSH, true);
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shader_fail:
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ResetBuffer();
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