dolphin/Source/Core/VideoUICommon/Src/DebuggerPanel.cpp
Glenn Rice 76d9209ad4 When the gfx debugger is saving shaders make sure the directory exists.
Make sure the gfx debugger unpauses when the emulator is stopped.
When a wad is installed make sure directories exist.
For the cmake build if a header is not provided in the check_lib macro don't check for it, and assume pkg-config was supposed to work.


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6581 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-12-14 23:19:34 +00:00

341 lines
11 KiB
C++

// Copyright (C) 2003 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#include "IniFile.h"
#include "DebuggerPanel.h"
#include "FileUtil.h"
#include "VideoConfig.h"
#include "TextureCacheBase.h"
#include "PixelShaderGen.h"
#include "VertexShaderGen.h"
#include "NativeVertexFormat.h"
extern PLUGIN_GLOBALS* globals;
BEGIN_EVENT_TABLE(GFXDebuggerPanel, wxPanel)
EVT_CLOSE(GFXDebuggerPanel::OnClose)
EVT_BUTTON(ID_PAUSE,GFXDebuggerPanel::OnPauseButton)
EVT_BUTTON(ID_PAUSE_AT_NEXT,GFXDebuggerPanel::OnPauseAtNextButton)
EVT_BUTTON(ID_PAUSE_AT_NEXT_FRAME,GFXDebuggerPanel::OnPauseAtNextFrameButton)
EVT_BUTTON(ID_CONT,GFXDebuggerPanel::OnContButton)
EVT_BUTTON(ID_DUMP,GFXDebuggerPanel::OnDumpButton)
EVT_BUTTON(ID_UPDATE_SCREEN,GFXDebuggerPanel::OnUpdateScreenButton)
EVT_BUTTON(ID_CLEAR_SCREEN,GFXDebuggerPanel::OnClearScreenButton)
EVT_BUTTON(ID_CLEAR_TEXTURE_CACHE,GFXDebuggerPanel::OnClearTextureCacheButton)
EVT_BUTTON(ID_CLEAR_VERTEX_SHADER_CACHE,GFXDebuggerPanel::OnClearVertexShaderCacheButton)
EVT_BUTTON(ID_CLEAR_PIXEL_SHADER_CACHE,GFXDebuggerPanel::OnClearPixelShaderCacheButton)
END_EVENT_TABLE()
GFXDebuggerPanel::GFXDebuggerPanel(wxWindow *parent, wxWindowID id, const wxPoint &position,
const wxSize& size, long style, const wxString &title)
: wxPanel(parent, id, position, size, style, title)
{
CreateGUIControls();
LoadSettings();
}
GFXDebuggerPanel::~GFXDebuggerPanel()
{
GFXDebuggerPauseFlag = false;
}
void GFXDebuggerPanel::OnClose(wxCloseEvent& event)
{
// save the window position when we hide the window
SaveSettings();
event.Skip(); // This means wxDialog's Destroy is used
}
void GFXDebuggerPanel::SaveSettings() const
{
IniFile file;
file.Load(File::GetUserPath(F_DEBUGGERCONFIG_IDX));
// TODO: make this work when we close the entire program too, currently on total close we get
// weird values, perhaps because of some conflict with the rendering window
// TODO: get the screen resolution and make limits from that
if (GetPosition().x < 1000 && GetPosition().y < 1000
&& GetSize().GetWidth() < 1000
&& GetSize().GetHeight() < 1000)
{
file.Set("VideoWindow", "x", GetPosition().x);
file.Set("VideoWindow", "y", GetPosition().y);
file.Set("VideoWindow", "w", GetSize().GetWidth());
file.Set("VideoWindow", "h", GetSize().GetHeight());
}
file.Save(File::GetUserPath(F_DEBUGGERCONFIG_IDX));
}
void GFXDebuggerPanel::LoadSettings()
{
IniFile file;
file.Load(File::GetUserPath(F_DEBUGGERCONFIG_IDX));
int x = 100, y = 100, w = 100, h = 100;
file.Get("VideoWindow", "x", &x, GetPosition().x);
file.Get("VideoWindow", "y", &y, GetPosition().y);
file.Get("VideoWindow", "w", &w, GetSize().GetWidth());
file.Get("VideoWindow", "h", &h, GetSize().GetHeight());
SetSize(x, y, w, h);
}
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_ERROR, wxT("Error")}
};
static const int numPauseEventMap = sizeof(pauseEventMap)/sizeof(PauseEventMap);
void GFXDebuggerPanel::CreateGUIControls()
{
g_pdebugger = this;
// Basic settings
CenterOnParent();
// MainPanel
m_MainPanel = new wxPanel(this, ID_MAINPANEL, wxDefaultPosition, wxDefaultSize);
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_pButtonCont = new wxButton(m_MainPanel, ID_CONT, wxT("Continue"), wxDefaultPosition, wxDefaultSize, 0, wxDefaultValidator, wxT("Continue"));
m_pPauseAtList = new wxChoice(m_MainPanel, ID_PAUSE_AT_LIST, wxDefaultPosition, wxSize(100,25), 0, NULL,0,wxDefaultValidator, wxT("PauseAtList"));
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"));
m_pButtonUpdateScreen = new wxButton(m_MainPanel, ID_UPDATE_SCREEN, wxT("Update Screen"), wxDefaultPosition, wxDefaultSize, 0, wxDefaultValidator, wxT("Update Screen"));
m_pButtonClearScreen = new wxButton(m_MainPanel, ID_CLEAR_SCREEN, wxT("Clear Screen"), wxDefaultPosition, wxDefaultSize, 0, wxDefaultValidator, wxT("Clear Screen"));
m_pButtonClearTextureCache = new wxButton(m_MainPanel, ID_CLEAR_TEXTURE_CACHE, wxT("Clear Textures"), wxDefaultPosition, wxDefaultSize, 0, wxDefaultValidator, wxT("Clear Textures"));
m_pButtonClearVertexShaderCache = new wxButton(m_MainPanel, ID_CLEAR_VERTEX_SHADER_CACHE, wxT("Clear V Shaders"), wxDefaultPosition, wxDefaultSize, 0, wxDefaultValidator, wxT("Clear V Shaders"));
m_pButtonClearPixelShaderCache = new wxButton(m_MainPanel, ID_CLEAR_PIXEL_SHADER_CACHE, wxT("Clear P Shaders"), wxDefaultPosition, wxDefaultSize, 0, wxDefaultValidator, wxT("Clear P Shaders"));
m_pCount = new wxTextCtrl(m_MainPanel, ID_COUNT, wxT("1"), wxDefaultPosition, wxSize(50,25), 0, wxDefaultValidator, wxT("Count"));
m_pDumpList = new wxChoice(m_MainPanel, ID_DUMP_LIST, wxDefaultPosition, wxSize(120,25), 0, NULL,0,wxDefaultValidator, wxT("DumpList"));
m_pDumpList->Insert(wxT("Pixel Shader"),0);
m_pDumpList->Append(wxT("Vertex Shader"));
m_pDumpList->Append(wxT("Pixel Shader Constants"));
m_pDumpList->Append(wxT("Vertex Shader Constants"));
m_pDumpList->Append(wxT("Textures"));
m_pDumpList->Append(wxT("Frame Buffer"));
m_pDumpList->Append(wxT("Geometry data"));
m_pDumpList->Append(wxT("Vertex Description"));
m_pDumpList->Append(wxT("Vertex Matrices"));
m_pDumpList->Append(wxT("Statistics"));
m_pDumpList->SetSelection(0);
// Layout everything on m_MainPanel
wxBoxSizer *sMain = new wxBoxSizer(wxVERTICAL);
sMain->Add(m_pButtonPause, 0, 0, 5);
sMain->Add(m_pButtonPauseAtNext, 0, 0, 5);
sMain->Add(m_pCount,0,0,5);
sMain->Add(m_pPauseAtList, 0, 0, 5);
sMain->Add(m_pButtonDump, 0, 0, 5);
sMain->Add(m_pDumpList, 0, 0, 5);
sMain->Add(m_pButtonUpdateScreen, 0, 0, 5);
sMain->Add(m_pButtonClearScreen, 0, 0, 5);
sMain->Add(m_pButtonClearTextureCache, 0, 0, 5);
sMain->Add(m_pButtonClearVertexShaderCache, 0, 0, 5);
sMain->Add(m_pButtonClearPixelShaderCache, 0, 0, 5);
sMain->Add(m_pButtonPauseAtNextFrame, 0, 0, 5);
sMain->Add(m_pButtonCont, 0, 0, 5);
m_MainPanel->SetSizerAndFit(sMain);
Fit();
OnContinue();
}
void GFXDebuggerPanel::OnPause()
{
m_pButtonDump->Enable(true);
m_pButtonUpdateScreen->Enable(true);
m_pButtonClearScreen->Enable(true);
m_pButtonClearTextureCache->Enable(true);
m_pButtonClearVertexShaderCache->Enable(true);
m_pButtonClearPixelShaderCache->Enable(true);
}
void GFXDebuggerPanel::OnContinue()
{
m_pButtonDump->Enable(false);
m_pButtonUpdateScreen->Enable(false);
m_pButtonClearScreen->Enable(false);
m_pButtonClearTextureCache->Enable(false);
m_pButtonClearVertexShaderCache->Enable(false);
m_pButtonClearPixelShaderCache->Enable(false);
}
// General settings
void GFXDebuggerPanel::GeneralSettings(wxCommandEvent& event)
{
SaveSettings();
}
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)
{
char dump_path[MAX_PATH];
sprintf(dump_path, "%sDebug/%s/", File::GetUserPath(D_DUMP_IDX), globals->unique_id);
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);
wxMessageBox(wxT("Not implemented"), wxT("Error"), wxOK);
break;
case 3: // Vertex Shader Constants
DumpVertexShaderConstants(dump_path);
wxMessageBox(wxT("Not implemented"), wxT("Error"), wxOK);
break;
case 4: // Textures
DumpTextures(dump_path);
wxMessageBox(wxT("Not implemented"), wxT("Error"), wxOK);
break;
case 5: // Frame Buffer
DumpFrameBuffer(dump_path);
wxMessageBox(wxT("Not implemented"), wxT("Error"), wxOK);
break;
case 6: // Geometry
DumpGeometry(dump_path);
wxMessageBox(wxT("Not implemented"), wxT("Error"), wxOK);
break;
case 7: // Vertex Description
DumpVertexDecl(dump_path);
wxMessageBox(wxT("Not implemented"), wxT("Error"), wxOK);
break;
case 8: // Vertex Matrices
DumpMatrices(dump_path);
wxMessageBox(wxT("Not implemented"), wxT("Error"), wxOK);
break;
case 9: // Statistics
DumpStats(dump_path);
wxMessageBox(wxT("Not implemented"), wxT("Error"), wxOK);
break;
}
}
void GFXDebuggerPanel::OnContButton(wxCommandEvent& event)
{
GFXDebuggerToPauseAtNext = NOT_PAUSE;
GFXDebuggerPauseFlag = false;
}
void GFXDebuggerPanel::OnClearScreenButton(wxCommandEvent& event)
{
// TODO
wxMessageBox(wxT("Not implemented"), wxT("Error"), wxOK);
}
void GFXDebuggerPanel::OnClearTextureCacheButton(wxCommandEvent& event)
{
TextureCache::Invalidate(false);
}
void GFXDebuggerPanel::OnClearVertexShaderCacheButton(wxCommandEvent& event)
{
// TODO
wxMessageBox(wxT("Not implemented"), wxT("Error"), wxOK);
}
void GFXDebuggerPanel::OnClearPixelShaderCacheButton(wxCommandEvent& event)
{
// TODO
wxMessageBox(wxT("Not implemented"), wxT("Error"), wxOK);
}
void GFXDebuggerPanel::OnUpdateScreenButton(wxCommandEvent& event)
{
GFXDebuggerUpdateScreen();
}