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// Copyright 2013 Dolphin Emulator Project
// Licensed under GPLv2
// Refer to the license.txt file included.
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#include "IniFile.h"
#include "DebuggerPanel.h"
#include "FileUtil.h"
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#include "../../Core/ConfigManager.h"
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#include "VideoConfig.h"
#include "TextureCacheBase.h"
#include "PixelShaderGen.h"
#include "VertexShaderGen.h"
#include "NativeVertexFormat.h"
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 ()
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// From VideoCommon
extern GFXDebuggerBase * g_pdebugger ;
extern volatile bool GFXDebuggerPauseFlag ;
extern volatile PauseEvent GFXDebuggerToPauseAtNext ;
extern volatile int GFXDebuggerEventToPauseCount ;
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GFXDebuggerPanel :: GFXDebuggerPanel ( wxWindow * parent , wxWindowID id , const wxPoint & position ,
const wxSize & size , long style , const wxString & title )
: wxPanel ( parent , id , position , size , style , title )
{
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g_pdebugger = this ;
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CreateGUIControls ();
LoadSettings ();
}
GFXDebuggerPanel ::~ GFXDebuggerPanel ()
{
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g_pdebugger = NULL ;
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GFXDebuggerPauseFlag = false ;
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}
void GFXDebuggerPanel :: OnClose ( wxCloseEvent & event )
{
// save the window position when we hide the window
SaveSettings ();
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event . Skip ();
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}
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
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// TODO: get the screen resolution and make limits from that
if ( GetPosition (). x < 1000 && GetPosition (). y < 1000
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&& GetSize (). GetWidth () < 1000
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&& 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 ;
};
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static PauseEventMap * pauseEventMap ;
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void GFXDebuggerPanel :: CreateGUIControls ()
{
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static PauseEventMap map [] = {
{ NEXT_FRAME , _ ( "Frame" )},
{ NEXT_FLUSH , _ ( "Flush" )},
{ NEXT_PIXEL_SHADER_CHANGE , _ ( "Pixel Shader" )},
{ NEXT_VERTEX_SHADER_CHANGE , _ ( "Vertex Shader" )},
{ NEXT_TEXTURE_CHANGE , _ ( "Texture" )},
{ NEXT_NEW_TEXTURE , _ ( "New Texture" )},
{ NEXT_XFB_CMD , _ ( "XFB Cmd" )},
{ NEXT_EFB_CMD , _ ( "EFB Cmd" )},
{ NEXT_MATRIX_CMD , _ ( "Matrix Cmd" )},
{ NEXT_VERTEX_CMD , _ ( "Vertex Cmd" )},
{ NEXT_TEXTURE_CMD , _ ( "Texture Cmd" )},
{ NEXT_LIGHT_CMD , _ ( "Light Cmd" )},
{ NEXT_FOG_CMD , _ ( "Fog Cmd" )},
{ NEXT_SET_TLUT , _ ( "TLUT Cmd" )},
{ NEXT_ERROR , _ ( "Error" )}
};
pauseEventMap = map ;
const int numPauseEventMap = sizeof ( map ) / sizeof ( PauseEventMap );
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// Basic settings
CenterOnParent ();
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m_pButtonPause = new wxButton ( this , ID_PAUSE , _ ( "Pause" ), wxDefaultPosition , wxDefaultSize , 0 , wxDefaultValidator , _ ( "Pause" ));
m_pButtonPauseAtNext = new wxButton ( this , ID_PAUSE_AT_NEXT , _ ( "Pause After" ), wxDefaultPosition , wxDefaultSize , 0 , wxDefaultValidator , _ ( "Pause At Next" ));
m_pButtonPauseAtNextFrame = new wxButton ( this , ID_PAUSE_AT_NEXT_FRAME , _ ( "Go to Next Frame" ), wxDefaultPosition , wxDefaultSize , 0 , wxDefaultValidator , _ ( "Next Frame" ));
m_pButtonCont = new wxButton ( this , ID_CONT , _ ( "Continue" ), wxDefaultPosition , wxDefaultSize , 0 , wxDefaultValidator , _ ( "Continue" ));
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m_pCount = new wxTextCtrl ( this , ID_COUNT , wxT ( "1" ), wxDefaultPosition , wxSize ( 50 , 25 ), wxTE_RIGHT , wxDefaultValidator , _ ( "Count" ));
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m_pPauseAtList = new wxChoice ( this , ID_PAUSE_AT_LIST , wxDefaultPosition , wxSize ( 100 , 25 ), 0 , NULL , 0 , wxDefaultValidator , _ ( "PauseAtList" ));
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for ( int i = 0 ; i < numPauseEventMap ; i ++ )
{
m_pPauseAtList -> Append ( pauseEventMap [ i ]. ListStr );
}
m_pPauseAtList -> SetSelection ( 0 );
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m_pButtonDump = new wxButton ( this , ID_DUMP , _ ( "Dump" ), wxDefaultPosition , wxDefaultSize , 0 , wxDefaultValidator , _ ( "Dump" ));
m_pButtonUpdateScreen = new wxButton ( this , ID_UPDATE_SCREEN , _ ( "Update Screen" ), wxDefaultPosition , wxDefaultSize , 0 , wxDefaultValidator , _ ( "Update Screen" ));
m_pButtonClearScreen = new wxButton ( this , ID_CLEAR_SCREEN , _ ( "Clear Screen" ), wxDefaultPosition , wxDefaultSize , 0 , wxDefaultValidator , _ ( "Clear Screen" ));
m_pButtonClearTextureCache = new wxButton ( this , ID_CLEAR_TEXTURE_CACHE , _ ( "Clear Textures" ), wxDefaultPosition , wxDefaultSize , 0 , wxDefaultValidator , _ ( "Clear Textures" ));
m_pButtonClearVertexShaderCache = new wxButton ( this , ID_CLEAR_VERTEX_SHADER_CACHE , _ ( "Clear V Shaders" ), wxDefaultPosition , wxDefaultSize , 0 , wxDefaultValidator , _ ( "Clear V Shaders" ));
m_pButtonClearPixelShaderCache = new wxButton ( this , ID_CLEAR_PIXEL_SHADER_CACHE , _ ( "Clear P Shaders" ), wxDefaultPosition , wxDefaultSize , 0 , wxDefaultValidator , _ ( "Clear P Shaders" ));
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m_pDumpList = new wxChoice ( this , ID_DUMP_LIST , wxDefaultPosition , wxSize ( 120 , 25 ), 0 , NULL , 0 , wxDefaultValidator , _ ( "DumpList" ));
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m_pDumpList -> Insert ( _ ( "Pixel Shader" ), 0 );
m_pDumpList -> Append ( _ ( "Vertex Shader" ));
m_pDumpList -> Append ( _ ( "Pixel Shader Constants" ));
m_pDumpList -> Append ( _ ( "Vertex Shader Constants" ));
m_pDumpList -> Append ( _ ( "Textures" ));
m_pDumpList -> Append ( _ ( "Frame Buffer" ));
m_pDumpList -> Append ( _ ( "Geometry data" ));
m_pDumpList -> Append ( _ ( "Vertex Description" ));
m_pDumpList -> Append ( _ ( "Vertex Matrices" ));
m_pDumpList -> Append ( _ ( "Statistics" ));
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m_pDumpList -> SetSelection ( 0 );
// Layout everything on m_MainPanel
wxBoxSizer * sMain = new wxBoxSizer ( wxVERTICAL );
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wxStaticBoxSizer * const pFlowCtrlBox = new wxStaticBoxSizer ( wxVERTICAL , this , _ ( "Flow Control" ));
wxBoxSizer * const pPauseAtNextSzr = new wxBoxSizer ( wxHORIZONTAL );
pFlowCtrlBox -> Add ( m_pButtonPause );
pPauseAtNextSzr -> Add ( m_pButtonPauseAtNext );
pPauseAtNextSzr -> Add ( m_pCount );
pPauseAtNextSzr -> Add ( m_pPauseAtList );
pFlowCtrlBox -> Add ( pPauseAtNextSzr );
pFlowCtrlBox -> Add ( m_pButtonPauseAtNextFrame );
pFlowCtrlBox -> Add ( m_pButtonCont );
wxStaticBoxSizer * const pDebugBox = new wxStaticBoxSizer ( wxVERTICAL , this , _ ( "Debugging" ));
wxBoxSizer * const pDumpSzr = new wxBoxSizer ( wxHORIZONTAL );
pDumpSzr -> Add ( m_pButtonDump );
pDumpSzr -> Add ( m_pDumpList );
pDebugBox -> Add ( pDumpSzr );
wxGridSizer * const pDbgGrid = new wxGridSizer ( 2 , 5 , 5 );
pDbgGrid -> Add ( m_pButtonUpdateScreen );
pDbgGrid -> Add ( m_pButtonClearScreen );
pDbgGrid -> Add ( m_pButtonClearTextureCache );
pDbgGrid -> Add ( m_pButtonClearVertexShaderCache );
pDbgGrid -> Add ( m_pButtonClearPixelShaderCache );
pDebugBox -> Add ( pDbgGrid );
sMain -> Add ( pFlowCtrlBox , 0 , 0 , 5 );
sMain -> Add ( pDebugBox , 0 , 0 , 5 );
SetSizerAndFit ( sMain );
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OnContinue ();
}
void GFXDebuggerPanel :: OnPause ()
{
m_pButtonDump -> Enable ( true );
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m_pDumpList -> Enable ( true );
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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 );
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m_pDumpList -> Enable ( false );
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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 )
{
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std :: string dump_path = File :: GetUserPath ( D_DUMP_IDX ) + "Debug/" +
SConfig :: GetInstance (). m_LocalCoreStartupParameter . m_strUniqueID + "/" ;
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if ( ! File :: CreateFullPath ( dump_path ))
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return ;
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switch ( m_pDumpList -> GetSelection ())
{
case 0 : // Pixel Shader
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DumpPixelShader ( dump_path . c_str ());
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break ;
case 1 : // Vertex Shader
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DumpVertexShader ( dump_path . c_str ());
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break ;
case 2 : // Pixel Shader Constants
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DumpPixelShaderConstants ( dump_path . c_str ());
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wxMessageBox ( _ ( "Not implemented" ), _ ( "Error" ), wxOK );
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break ;
case 3 : // Vertex Shader Constants
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DumpVertexShaderConstants ( dump_path . c_str ());
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wxMessageBox ( _ ( "Not implemented" ), _ ( "Error" ), wxOK );
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break ;
case 4 : // Textures
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DumpTextures ( dump_path . c_str ());
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wxMessageBox ( _ ( "Not implemented" ), _ ( "Error" ), wxOK );
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break ;
case 5 : // Frame Buffer
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DumpFrameBuffer ( dump_path . c_str ());
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wxMessageBox ( _ ( "Not implemented" ), _ ( "Error" ), wxOK );
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break ;
case 6 : // Geometry
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DumpGeometry ( dump_path . c_str ());
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wxMessageBox ( _ ( "Not implemented" ), _ ( "Error" ), wxOK );
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break ;
case 7 : // Vertex Description
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DumpVertexDecl ( dump_path . c_str ());
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wxMessageBox ( _ ( "Not implemented" ), _ ( "Error" ), wxOK );
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break ;
case 8 : // Vertex Matrices
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DumpMatrices ( dump_path . c_str ());
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wxMessageBox ( _ ( "Not implemented" ), _ ( "Error" ), wxOK );
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break ;
case 9 : // Statistics
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DumpStats ( dump_path . c_str ());
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wxMessageBox ( _ ( "Not implemented" ), _ ( "Error" ), wxOK );
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break ;
}
}
void GFXDebuggerPanel :: OnContButton ( wxCommandEvent & event )
{
GFXDebuggerToPauseAtNext = NOT_PAUSE ;
GFXDebuggerPauseFlag = false ;
}
void GFXDebuggerPanel :: OnClearScreenButton ( wxCommandEvent & event )
{
// TODO
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wxMessageBox ( _ ( "Not implemented" ), _ ( "Error" ), wxOK );
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}
void GFXDebuggerPanel :: OnClearTextureCacheButton ( wxCommandEvent & event )
{
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TextureCache :: Invalidate ();
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}
void GFXDebuggerPanel :: OnClearVertexShaderCacheButton ( wxCommandEvent & event )
{
// TODO
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wxMessageBox ( _ ( "Not implemented" ), _ ( "Error" ), wxOK );
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}
void GFXDebuggerPanel :: OnClearPixelShaderCacheButton ( wxCommandEvent & event )
{
// TODO
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wxMessageBox ( _ ( "Not implemented" ), _ ( "Error" ), wxOK );
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}
void GFXDebuggerPanel :: OnUpdateScreenButton ( wxCommandEvent & event )
{
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wxMessageBox ( _ ( "Not implemented" ), _ ( "Error" ), wxOK );
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GFXDebuggerUpdateScreen ();
}