D3D: some changes about debugger, not useful for anyone else, and should not affact anything. So not very interesting, just get ready to do some debugging.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4297 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
rice1964
2009-09-18 02:03:56 +00:00
parent 57f7b668ad
commit 8b4839a4f4
8 changed files with 130 additions and 155 deletions

View File

@ -22,6 +22,7 @@
#include "VideoConfig.h"
#include "../Globals.h"
#include "../D3DBase.h"
#include "../FramebufferManager.h"
extern int g_Preset;
@ -35,6 +36,7 @@ BEGIN_EVENT_TABLE(GFXDebuggerDX9,wxDialog)
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)
@ -119,6 +121,42 @@ void GFXDebuggerDX9::LoadSettings()
//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_FIFO, wxT("Fifo")},
{NEXT_DLIST, wxT("DList")},
{NEXT_UCODE, wxT("Ucode")},
{NEXT_ERROR, wxT("Error")}
};
static const int numPauseEventMap = sizeof(pauseEventMap)/sizeof(PauseEventMap);
void GFXDebuggerDX9::CreateGUIControls()
{
// Basic settings
@ -139,26 +177,15 @@ void GFXDebuggerDX9::CreateGUIControls()
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"));
//m_pPauseAtList->SetEditable(false);
m_pPauseAtList->Insert(wxT("Frame"),0);
m_pPauseAtList->Append(wxT("Flush"));
m_pPauseAtList->Append(wxT("Fifo"));
m_pPauseAtList->Append(wxT("Dlist Call"));
m_pPauseAtList->Append(wxT("Pixel Shader Change"));
m_pPauseAtList->Append(wxT("Vertex Shader Change"));
m_pPauseAtList->Append(wxT("New Texture"));
m_pPauseAtList->Append(wxT("Render To Texture"));
m_pPauseAtList->Append(wxT("Matrix Ucode"));
m_pPauseAtList->Append(wxT("Vertex Ucode"));
m_pPauseAtList->Append(wxT("Texture Ucode"));
m_pPauseAtList->Append(wxT("Light Ucode"));
m_pPauseAtList->Append(wxT("Frame Buffer Command"));
m_pPauseAtList->Append(wxT("Fog Command"));
m_pPauseAtList->Append(wxT("Set Color Constant"));
m_pPauseAtList->Append(wxT("Ucode"));
for (int i=0; i<numPauseEventMap; i++)
{
m_pPauseAtList->Append(pauseEventMap[i].ListStr);
}
m_pPauseAtList->SetSelection(0);
m_pButtonDump = new wxButton(m_MainPanel, ID_DUMP, wxT("Dump"), wxDefaultPosition, wxDefaultSize, 0, wxDefaultValidator, wxT("Dump"));
@ -201,6 +228,7 @@ void GFXDebuggerDX9::CreateGUIControls()
sMain->Add(m_pDumpList, 0, 0, 5);
sMain->Add(m_pButtonUpdateScreen, 0, 0, 5);
sMain->Add(m_pButtonClearScreen, 0, 0, 5);
sMain->Add(m_pButtonPauseAtNextFrame, 0, 0, 5);
sMain->Add(m_pButtonGo, 0, 0, 5);
m_MainPanel->SetSizerAndFit(sMain);
Fit();
@ -246,11 +274,18 @@ void GFXDebuggerDX9::OnPauseAtNextButton(wxCommandEvent& event)
wxString val = m_pCount->GetValue();
long value;
if (val.ToLong(&value) )
DX9DebuggerEventToPauseCount = PauseEvent(value);
DX9DebuggerEventToPauseCount = pauseEventMap[value].event;
else
DX9DebuggerEventToPauseCount = 1;
}
void GFXDebuggerDX9::OnPauseAtNextFrameButton(wxCommandEvent& event)
{
DX9DebuggerPauseFlag = false;
DX9DebuggerToPauseAtNext = NEXT_FRAME;
DX9DebuggerEventToPauseCount = 1;
}
void GFXDebuggerDX9::OnDumpButton(wxCommandEvent& event)
{
}
@ -269,42 +304,57 @@ void GFXDebuggerDX9::OnClearScreenButton(wxCommandEvent& event)
}
void UpdateFPSDisplay(const char *text);
void DX9DebuggerCheckAndPause()
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)
{
while( DX9DebuggerPauseFlag )
{
UpdateFPSDisplay("Paused by Video Debugger");
if (update) DX9DebuggerUpdateScreen();
Sleep(5);
}
}
void DX9DebuggerToPause(bool update)
{
DX9DebuggerToPauseAtNext = NOT_PAUSE;
DX9DebuggerPauseFlag = true;
DX9DebuggerCheckAndPause(update);
}
void ContinueDX9Debugger()
{
DX9DebuggerPauseFlag = false;
}
#ifdef ENABLE_DX_DEBUGGER
void DX9Debugger_Pause_Count_N(PauseEvent event,bool update)
{
if (DX9DebuggerToPauseAtNext == event || DX9DebuggerPauseFlag)
{
DX9DebuggerEventToPauseCount--;
if (DX9DebuggerEventToPauseCount<=0 || DX9DebuggerPauseFlag)
{
DX9DebuggerToPauseAtNext = NOT_PAUSE;
DX9DebuggerPauseFlag = true;
if (update)
{
D3D::EndFrame();
D3D::BeginFrame();
}
DX9DebuggerCheckAndPause();
}
}
}
#endif ENABLE_DX_DEBUGGER