Files
ppsspp/UI/ImDebugger/ImGe.cpp
2024-12-06 12:52:31 +01:00

449 lines
14 KiB
C++

#include "ext/imgui/imgui.h"
#include "ext/imgui/imgui_internal.h"
#include "ext/imgui/imgui_impl_thin3d.h"
#include "UI/ImDebugger/ImGe.h"
#include "UI/ImDebugger/ImDebugger.h"
#include "GPU/Common/GPUDebugInterface.h"
#include "GPU/Common/FramebufferManagerCommon.h"
#include "GPU/Common/TextureCacheCommon.h"
#include "GPU/Common/VertexDecoderCommon.h"
#include "Core/HLE/sceDisplay.h"
#include "Core/HW/Display.h"
#include "Common/StringUtils.h"
#include "GPU/Debugger/State.h"
#include "GPU/Debugger/Breakpoints.h"
#include "GPU/Debugger/Debugger.h"
#include "GPU/GPUState.h"
void DrawFramebuffersWindow(ImConfig &cfg, FramebufferManagerCommon *framebufferManager) {
ImGui::SetNextWindowSize(ImVec2(520, 600), ImGuiCond_FirstUseEver);
if (!ImGui::Begin("Framebuffers", &cfg.framebuffersOpen)) {
ImGui::End();
return;
}
framebufferManager->DrawImGuiDebug(cfg.selectedFramebuffer);
ImGui::End();
}
void DrawTexturesWindow(ImConfig &cfg, TextureCacheCommon *textureCache) {
ImGui::SetNextWindowSize(ImVec2(520, 600), ImGuiCond_FirstUseEver);
if (!ImGui::Begin("Textures", &cfg.texturesOpen)) {
ImGui::End();
return;
}
textureCache->DrawImGuiDebug(cfg.selectedTexAddr);
ImGui::End();
}
void DrawDisplayWindow(ImConfig &cfg, FramebufferManagerCommon *framebufferManager) {
ImGui::SetNextWindowSize(ImVec2(520, 600), ImGuiCond_FirstUseEver);
if (!ImGui::Begin("Display", &cfg.displayOpen)) {
ImGui::End();
return;
}
ImGui::Checkbox("Display latched", &cfg.displayLatched);
PSPPointer<u8> topaddr;
u32 linesize;
u32 pixelFormat;
__DisplayGetFramebuf(&topaddr, &linesize, &pixelFormat, cfg.displayLatched);
VirtualFramebuffer *fb = framebufferManager->GetVFBAt(topaddr.ptr);
if (fb && fb->fbo) {
ImTextureID texId = ImGui_ImplThin3d_AddFBAsTextureTemp(fb->fbo, Draw::FB_COLOR_BIT, ImGuiPipeline::TexturedOpaque);
ImGui::Image(texId, ImVec2(fb->width, fb->height));
ImGui::Text("%s - %08x", fb->fbo->Tag(), topaddr.ptr);
} else {
// TODO: Sometimes we should display RAM here.
ImGui::Text("Framebuffer not available to display");
}
ImGui::End();
}
// Note: This is not exclusively graphics.
void DrawDebugStatsWindow(ImConfig &cfg) {
ImGui::SetNextWindowSize(ImVec2(300, 500), ImGuiCond_FirstUseEver);
if (!ImGui::Begin("Debug Stats", &cfg.debugStatsOpen)) {
ImGui::End();
return;
}
char statbuf[4096];
__DisplayGetDebugStats(statbuf, sizeof(statbuf));
ImGui::TextUnformatted(statbuf);
ImGui::End();
}
void ImGeDisasmView::Draw(GPUDebugInterface *gpuDebug) {
const u32 branchColor = 0xFFA0FFFF;
const u32 gteColor = 0xFFFFEFA0;
static ImVec2 scrolling(0.0f, 0.0f);
ImGui_PushFixedFont();
ImVec2 canvas_p0 = ImGui::GetCursorScreenPos(); // ImDrawList API uses screen coordinates!
ImVec2 canvas_sz = ImGui::GetContentRegionAvail(); // Resize canvas to what's available
int lineHeight = (int)ImGui::GetTextLineHeightWithSpacing();
if (canvas_sz.x < 50.0f) canvas_sz.x = 50.0f;
if (canvas_sz.y < 50.0f) canvas_sz.y = 50.0f;
canvas_sz.y -= lineHeight * 2;
// This will catch our interactions
bool pressed = ImGui::InvisibleButton("canvas", canvas_sz, ImGuiButtonFlags_MouseButtonLeft | ImGuiButtonFlags_MouseButtonRight);
ImGui::SetItemKeyOwner(ImGuiKey_MouseWheelY);
ImVec2 canvas_p1 = ImVec2(canvas_p0.x + canvas_sz.x, canvas_p0.y + canvas_sz.y);
// Draw border and background color
ImGuiIO& io = ImGui::GetIO();
ImDrawList* draw_list = ImGui::GetWindowDrawList();
draw_list->PushClipRect(canvas_p0, canvas_p1, true);
draw_list->AddRectFilled(canvas_p0, canvas_p1, IM_COL32(25, 25, 25, 255));
int numLines = (int)(canvas_sz.y / lineHeight + 1.0f);
u32 instrWidth = 4;
u32 windowStartAddr = selectedAddr_ - (numLines / 2) * instrWidth;
DisplayList displayList;
u32 pc = 0xFFFFFFFF;
u32 stallAddr = 0xFFFFFFFF;
if (gpuDebug->GetCurrentDisplayList(displayList)) {
pc = displayList.pc;
stallAddr = displayList.stall;
}
if (pc != 0xFFFFFFFF) {
if (gotoPC_ || followPC_) {
selectedAddr_ = pc;
gotoPC_ = false;
}
}
float pcY = canvas_p0.y + ((pc - windowStartAddr) / instrWidth) * lineHeight;
draw_list->AddRectFilled(ImVec2(canvas_p0.x, pcY), ImVec2(canvas_p1.x, pcY + lineHeight), IM_COL32(0x10, 0x70, 0x10, 255));
u32 addr = windowStartAddr;
for (int line = 0; line < numLines; line++) {
char addrBuffer[128];
snprintf(addrBuffer, sizeof(addrBuffer), "%08x", addr);
ImVec2 lineStart = ImVec2(canvas_p0.x + lineHeight + 8, canvas_p0.y + line * lineHeight);
ImVec2 opcodeStart = ImVec2(canvas_p0.x + 120, canvas_p0.y + line * lineHeight);
ImVec2 descStart = ImVec2(canvas_p0.x + 220, canvas_p0.y + line * lineHeight);
ImVec2 liveStart = ImVec2(canvas_p0.x + 250, canvas_p0.y + line * lineHeight);
if (Memory::IsValid4AlignedAddress(addr)) {
draw_list->AddText(lineStart, 0xFFC0C0C0, addrBuffer);
GPUDebugOp op = gpuDebug->DisassembleOp(addr);
u32 color = 0xFFFFFFFF;
char temp[16];
snprintf(temp, sizeof(temp), "%08x", op.op);
draw_list->AddText(opcodeStart, color, temp);
draw_list->AddText(descStart, color, op.desc.data(), op.desc.data() + op.desc.size());
// if (selectedAddr_ == addr && strlen(disMeta.liveInfo)) {
// draw_list->AddText(liveStart, 0xFFFFFFFF, disMeta.liveInfo);
// }
bool bp = GPUBreakpoints::IsAddressBreakpoint(addr);
if (bp) {
draw_list->AddCircleFilled(ImVec2(canvas_p0.x + lineHeight * 0.5f, lineStart.y + lineHeight * 0.5f), lineHeight * 0.45f, 0xFF0000FF, 12);
}
} else {
draw_list->AddText(lineStart, 0xFF808080, addrBuffer);
}
addr += instrWidth;
}
// Draw a rectangle around the selected line.
int selectedY = canvas_p0.y + ((selectedAddr_ - windowStartAddr) / instrWidth) * lineHeight;
draw_list->AddRect(ImVec2(canvas_p0.x, selectedY), ImVec2(canvas_p1.x, selectedY + lineHeight), IM_COL32(255, 255, 255, 255));
if (dragAddr_ != selectedAddr_ && dragAddr_ != INVALID_ADDR) {
int dragY = canvas_p0.y + ((dragAddr_ - windowStartAddr) / instrWidth) * lineHeight;
draw_list->AddRect(ImVec2(canvas_p0.x, dragY), ImVec2(canvas_p1.x, dragY + lineHeight), IM_COL32(128, 128, 128, 255));
}
const bool is_hovered = ImGui::IsItemHovered(); // Hovered
const bool is_active = ImGui::IsItemActive(); // Held
const ImVec2 mouse_pos_in_canvas(io.MousePos.x - canvas_p0.x, io.MousePos.y - canvas_p0.y);
if (is_active) {
dragAddr_ = windowStartAddr + ((int)mouse_pos_in_canvas.y / lineHeight) * instrWidth;
}
if (pressed) {
if (io.MousePos.x < canvas_p0.x + lineHeight) {
// Toggle breakpoint
if (!GPUBreakpoints::IsAddressBreakpoint(dragAddr_)) {
GPUBreakpoints::AddAddressBreakpoint(dragAddr_);
} else {
GPUBreakpoints::RemoveAddressBreakpoint(dragAddr_);
}
bpPopup_ = true;
} else {
selectedAddr_ = dragAddr_;
bpPopup_ = false;
}
}
ImGui_PopFont();
draw_list->PopClipRect();
// Context menu (under default mouse threshold)
ImGui::OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight);
if (ImGui::BeginPopup("context")) {
if (bpPopup_) {
if (ImGui::MenuItem("Remove breakpoint", NULL, false)) {
GPUBreakpoints::RemoveAddressBreakpoint(dragAddr_);
}
} else if (Memory::IsValid4AlignedAddress(dragAddr_)) {
char buffer[64];
GPUDebugOp op = gpuDebug->DisassembleOp(pc);
// affect dragAddr_?
if (ImGui::MenuItem("Copy Address", NULL, false)) {
snprintf(buffer, sizeof(buffer), "%08x", dragAddr_);
ImGui::SetClipboardText(buffer);
INFO_LOG(Log::G3D, "Copied '%s'", buffer);
}
if (ImGui::MenuItem("Copy Instruction Hex", NULL, false)) {
snprintf(buffer, sizeof(buffer), "%08x", (u32)op.op);
ImGui::SetClipboardText(buffer);
INFO_LOG(Log::G3D, "Copied '%s'", buffer);
}
/*
if (meta.instructionFlags & IF_BRANCHFIXED) {
if (ImGui::MenuItem("Follow Branch")) {
u32 target = GetBranchTarget(meta.opcode, dragAddr_, meta.instructionFlags);
if (target != 0xFFFFFFFF) {
selectedAddr_ = target;
}
}
}*/
}
ImGui::EndPopup();
}
if (pressed) {
// INFO_LOG(Log::UI, "Pressed");
}
}
void ImGeDebuggerWindow::Draw(ImConfig &cfg, GPUDebugInterface *gpuDebug) {
ImGui::SetNextWindowSize(ImVec2(520, 600), ImGuiCond_FirstUseEver);
if (!ImGui::Begin("GE Debugger", &cfg.geDebuggerOpen)) {
ImGui::End();
return;
}
if (ImGui::Button("Run/Resume")) {
Core_Resume();
}
ImGui::SameLine();
ImGui::TextUnformatted("Break:");
ImGui::SameLine();
//if (ImGui::Button("Frame")) {
// TODO: This doesn't work correctly.
// GPUDebug::SetBreakNext(GPUDebug::BreakNext::FRAME);
//}
ImGui::SameLine();
if (ImGui::Button("Tex")) {
GPUDebug::SetBreakNext(GPUDebug::BreakNext::TEX);
}
ImGui::SameLine();
if (ImGui::Button("NonTex")) {
GPUDebug::SetBreakNext(GPUDebug::BreakNext::NONTEX);
}
ImGui::SameLine();
if (ImGui::Button("Prim")) {
GPUDebug::SetBreakNext(GPUDebug::BreakNext::PRIM);
}
ImGui::SameLine();
if (ImGui::Button("Draw")) {
GPUDebug::SetBreakNext(GPUDebug::BreakNext::DRAW);
}
ImGui::SameLine();
if (ImGui::Button("Curve")) {
GPUDebug::SetBreakNext(GPUDebug::BreakNext::CURVE);
}
ImGui::SameLine();
if (ImGui::Button("Single step")) {
GPUDebug::SetBreakNext(GPUDebug::BreakNext::OP);
}
// Line break
if (ImGui::Button("Goto PC")) {
disasmView_.GotoPC();
}
ImGui::SameLine();
if (ImGui::SmallButton("Settings")) {
ImGui::OpenPopup("disSettings");
}
if (ImGui::BeginPopup("disSettings")) {
ImGui::Checkbox("Follow PC", &disasmView_.followPC_);
ImGui::EndPopup();
}
// Let's display the current CLUT.
// First, let's list any active display lists in the left column.
for (auto index : gpuDebug->GetDisplayListQueue()) {
const auto &list = gpuDebug->GetDisplayList(index);
char title[64];
snprintf(title, sizeof(title), "List %d", list.id);
if (ImGui::CollapsingHeader(title, ImGuiTreeNodeFlags_DefaultOpen)) {
ImGui::Text("PC: %08x (start: %08x)", list.pc, list.startpc);
ImGui::Text("BBOX result: %d", (int)list.bboxResult);
}
}
// Display the disassembly view.
disasmView_.Draw(gpuDebug);
ImGui::End();
}
// TODO: Separate window or merge into Ge debugger?
void DrawGeStateWindow(ImConfig &cfg, GPUDebugInterface *gpuDebug) {
ImGui::SetNextWindowSize(ImVec2(300, 500), ImGuiCond_FirstUseEver);
if (!ImGui::Begin("GE State", &cfg.geStateOpen)) {
ImGui::End();
return;
}
if (ImGui::BeginTabBar("GeRegs", ImGuiTabBarFlags_None)) {
auto buildStateTab = [&](const char *tabName, const TabStateRow *rows, size_t numRows) {
if (ImGui::BeginTabItem(tabName)) {
if (ImGui::BeginTable("fpr", 3, ImGuiTableFlags_RowBg | ImGuiTableFlags_BordersH)) {
ImGui::TableSetupColumn("bkpt", ImGuiTableColumnFlags_WidthFixed);
ImGui::TableSetupColumn("State", ImGuiTableColumnFlags_WidthFixed);
ImGui::TableSetupColumn("Value", ImGuiTableColumnFlags_WidthStretch);
for (size_t i = 0; i < numRows; i++) {
ImGui::TableNextRow();
ImGui::TableNextColumn();
ImGui::Text("-"); // breakpoint
ImGui::TableNextColumn();
ImGui::TextUnformatted(rows[i].title.data(), rows[i].title.data() + rows[i].title.size());
ImGui::TableNextColumn();
char temp[256];
auto &info = rows[i];
const bool enabled = info.enableCmd == 0 || (gstate.cmdmem[info.enableCmd] & 1) == 1;
const u32 value = gstate.cmdmem[info.cmd] & 0xFFFFFF;
const u32 otherValue = gstate.cmdmem[info.otherCmd] & 0xFFFFFF;
const u32 otherValue2 = gstate.cmdmem[info.otherCmd2] & 0xFFFFFF;
FormatStateRow(gpuDebug, temp, sizeof(temp), info.fmt, value, enabled, otherValue, otherValue2);
ImGui::TextUnformatted(temp);
}
ImGui::EndTable();
}
ImGui::EndTabItem();
}
};
buildStateTab("Flags", g_stateFlagsRows, g_stateFlagsRowsSize);
buildStateTab("Lighting", g_stateLightingRows, g_stateLightingRowsSize);
buildStateTab("Texture", g_stateTextureRows, g_stateTextureRowsSize);
buildStateTab("Settings", g_stateSettingsRows, g_stateSettingsRowsSize);
// Do a vertex tab (maybe later a separate window)
if (ImGui::BeginTabItem("Vertices")) {
const ImGuiTableFlags tableFlags =
ImGuiTableFlags_Resizable | ImGuiTableFlags_RowBg | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV | ImGuiTableFlags_NoBordersInBody | ImGuiTableFlags_ScrollY;
if (ImGui::BeginTabBar("vertexmode", ImGuiTabBarFlags_None)) {
auto state = gpuDebug->GetGState();
char fmtTemp[256];
FormatStateRow(gpuDebug, fmtTemp, sizeof(fmtTemp), CMD_FMT_VERTEXTYPE, state.vertType, true, false, false);
ImGui::TextUnformatted(fmtTemp);
// Let's see if it's fast enough to just do all this each frame.
int rowCount_ = gpuDebug->GetCurrentPrimCount();
std::vector<GPUDebugVertex> vertices;
std::vector<u16> indices;
if (!gpuDebug->GetCurrentSimpleVertices(rowCount_, vertices, indices)) {
rowCount_ = 0;
}
VertexDecoderOptions options{};
// TODO: Maybe an option?
options.applySkinInDecode = true;
auto buildVertexTable = [&](bool raw) {
// Ignore indices for now.
if (ImGui::BeginTable("rawverts", VERTEXLIST_COL_COUNT + 1, tableFlags)) {
static VertexDecoder decoder;
decoder.SetVertexType(state.vertType, options);
static const char *colNames[] = {
"Index",
"X",
"Y",
"Z",
"U",
"V",
"Color",
"NX",
"NY",
"NZ",
};
for (int i = 0; i < ARRAY_SIZE(colNames); i++) {
ImGui::TableSetupColumn(colNames[i], ImGuiTableColumnFlags_WidthFixed, 0.0f, i);
}
ImGui::TableSetupScrollFreeze(0, 1); // Make header row always visible
ImGui::TableHeadersRow();
ImGuiListClipper clipper;
_dbg_assert_(rowCount_ >= 0);
clipper.Begin(rowCount_);
while (clipper.Step()) {
for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++) {
int index = indices.empty() ? i : indices[i];
ImGui::PushID(i);
ImGui::TableNextRow();
ImGui::TableNextColumn();
ImGui::Text("%d", index);
for (int column = 0; column < VERTEXLIST_COL_COUNT; column++) {
ImGui::TableNextColumn();
char temp[36];
if (raw) {
FormatVertColRaw(&decoder, temp, sizeof(temp), index, column);
} else {
FormatVertCol(temp, sizeof(temp), vertices[index], column);
}
ImGui::TextUnformatted(temp);
}
ImGui::PopID();
}
}
clipper.End();
ImGui::EndTable();
}
};
if (ImGui::BeginTabItem("Raw")) {
buildVertexTable(true);
ImGui::EndTabItem();
}
if (ImGui::BeginTabItem("Transformed")) {
buildVertexTable(false);
ImGui::EndTabItem();
}
// TODO: Let's not include columns for which we have no data.
ImGui::EndTabBar();
}
ImGui::EndTabItem();
}
ImGui::EndTabBar();
}
ImGui::End();
}