dolphin/Source/Plugins/Plugin_DSP_HLE/Src/Logging/Logging.cpp

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Some changes to the debugger, added a DSP HLE debugging window. I moved the initialization of DLLdebugger from Core.cpp to the debugging window. (I hope this doesn't break the LLE debugger in any way, or does it have to be started right after LoadPlugin?). Also added a ShowOnStart saved setting to the debugger. And a MainWindow saved setting that set the position and size of the main window when it's started. I may have broken things in the debugger by allowing disabling of for example the Jit window. Please accept my apologies if that is the case. There's an annoying problem with the DSP HLE wx window that blocks some input and places it in a queue. For example if you have loaded the window and press X on the main window, that action is blocked an placed in some kind of queue and not executed until you have closed the debugging window. This is also why the main Dolphin-Debugger window does not show up until you close the sound window. If someone find a fix to this I guess it could be convenient. There is another way to show the window, m_frame->Show() that is normally supposed to remove this kind of on-focus lock, but in a dll it seemingly breaks because it makes Dllmain call DLL_PROCESS_DETACH immediately after DLL_PROCESS_ATTACH so the window has to be killed or we crash. Also, otherwise unnecessarily I had to disable the new DSP HLE debug window in Release mode because I could not access the SConfig::GetInstance().m_LocalCoreStartupParameter.m_strDSPPlugin.c_str() string that I need to start it (if I tried it crashed). Very annoying and strange. I could not access m_strDSPPlugin or m_strVideoPlugin either, but all other values in m_LocalCoreStartupParameter seemed to work fine. I'll have to leave it to someone else to figure out why. TODO: Later I'll add function to the debugging buttons, currently only update have a function. I'll add some option to show a custom console window (that actually worked better that the wx window to show the current parameters status, it had less flicker on frequent updates). I'll also add some custom log file saving option. Also, the reason I placed Logging.cpp in its own dir is because I plan to add more files to it. There were problems with some build modes, win32 with debugging crashed on booting a game, I don't know if it's my fault. And I could not build Debug win64 because of some wx linking problem. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@722 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-09-29 05:19:23 +02:00
//////////////////////////////////////////////////////////////////////////////////////////
//
// Licensetype: GNU General Public License (GPL)
//
// 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/
//
//////////////////////////////////////////////////////////////////////////////////////////
Some changes to the debugger, added a DSP HLE debugging window. I moved the initialization of DLLdebugger from Core.cpp to the debugging window. (I hope this doesn't break the LLE debugger in any way, or does it have to be started right after LoadPlugin?). Also added a ShowOnStart saved setting to the debugger. And a MainWindow saved setting that set the position and size of the main window when it's started. I may have broken things in the debugger by allowing disabling of for example the Jit window. Please accept my apologies if that is the case. There's an annoying problem with the DSP HLE wx window that blocks some input and places it in a queue. For example if you have loaded the window and press X on the main window, that action is blocked an placed in some kind of queue and not executed until you have closed the debugging window. This is also why the main Dolphin-Debugger window does not show up until you close the sound window. If someone find a fix to this I guess it could be convenient. There is another way to show the window, m_frame->Show() that is normally supposed to remove this kind of on-focus lock, but in a dll it seemingly breaks because it makes Dllmain call DLL_PROCESS_DETACH immediately after DLL_PROCESS_ATTACH so the window has to be killed or we crash. Also, otherwise unnecessarily I had to disable the new DSP HLE debug window in Release mode because I could not access the SConfig::GetInstance().m_LocalCoreStartupParameter.m_strDSPPlugin.c_str() string that I need to start it (if I tried it crashed). Very annoying and strange. I could not access m_strDSPPlugin or m_strVideoPlugin either, but all other values in m_LocalCoreStartupParameter seemed to work fine. I'll have to leave it to someone else to figure out why. TODO: Later I'll add function to the debugging buttons, currently only update have a function. I'll add some option to show a custom console window (that actually worked better that the wx window to show the current parameters status, it had less flicker on frequent updates). I'll also add some custom log file saving option. Also, the reason I placed Logging.cpp in its own dir is because I plan to add more files to it. There were problems with some build modes, win32 with debugging crashed on booting a game, I don't know if it's my fault. And I could not build Debug win64 because of some wx linking problem. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@722 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-09-29 05:19:23 +02:00
// Includes
#include "../Globals.h"
Some changes to the debugger, added a DSP HLE debugging window. I moved the initialization of DLLdebugger from Core.cpp to the debugging window. (I hope this doesn't break the LLE debugger in any way, or does it have to be started right after LoadPlugin?). Also added a ShowOnStart saved setting to the debugger. And a MainWindow saved setting that set the position and size of the main window when it's started. I may have broken things in the debugger by allowing disabling of for example the Jit window. Please accept my apologies if that is the case. There's an annoying problem with the DSP HLE wx window that blocks some input and places it in a queue. For example if you have loaded the window and press X on the main window, that action is blocked an placed in some kind of queue and not executed until you have closed the debugging window. This is also why the main Dolphin-Debugger window does not show up until you close the sound window. If someone find a fix to this I guess it could be convenient. There is another way to show the window, m_frame->Show() that is normally supposed to remove this kind of on-focus lock, but in a dll it seemingly breaks because it makes Dllmain call DLL_PROCESS_DETACH immediately after DLL_PROCESS_ATTACH so the window has to be killed or we crash. Also, otherwise unnecessarily I had to disable the new DSP HLE debug window in Release mode because I could not access the SConfig::GetInstance().m_LocalCoreStartupParameter.m_strDSPPlugin.c_str() string that I need to start it (if I tried it crashed). Very annoying and strange. I could not access m_strDSPPlugin or m_strVideoPlugin either, but all other values in m_LocalCoreStartupParameter seemed to work fine. I'll have to leave it to someone else to figure out why. TODO: Later I'll add function to the debugging buttons, currently only update have a function. I'll add some option to show a custom console window (that actually worked better that the wx window to show the current parameters status, it had less flicker on frequent updates). I'll also add some custom log file saving option. Also, the reason I placed Logging.cpp in its own dir is because I plan to add more files to it. There were problems with some build modes, win32 with debugging crashed on booting a game, I don't know if it's my fault. And I could not build Debug win64 because of some wx linking problem. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@722 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-09-29 05:19:23 +02:00
#include <iostream>
#include <vector>
#include <string> // so that we can test std::string == abc
#ifdef _WIN32
Some changes to the debugger, added a DSP HLE debugging window. I moved the initialization of DLLdebugger from Core.cpp to the debugging window. (I hope this doesn't break the LLE debugger in any way, or does it have to be started right after LoadPlugin?). Also added a ShowOnStart saved setting to the debugger. And a MainWindow saved setting that set the position and size of the main window when it's started. I may have broken things in the debugger by allowing disabling of for example the Jit window. Please accept my apologies if that is the case. There's an annoying problem with the DSP HLE wx window that blocks some input and places it in a queue. For example if you have loaded the window and press X on the main window, that action is blocked an placed in some kind of queue and not executed until you have closed the debugging window. This is also why the main Dolphin-Debugger window does not show up until you close the sound window. If someone find a fix to this I guess it could be convenient. There is another way to show the window, m_frame->Show() that is normally supposed to remove this kind of on-focus lock, but in a dll it seemingly breaks because it makes Dllmain call DLL_PROCESS_DETACH immediately after DLL_PROCESS_ATTACH so the window has to be killed or we crash. Also, otherwise unnecessarily I had to disable the new DSP HLE debug window in Release mode because I could not access the SConfig::GetInstance().m_LocalCoreStartupParameter.m_strDSPPlugin.c_str() string that I need to start it (if I tried it crashed). Very annoying and strange. I could not access m_strDSPPlugin or m_strVideoPlugin either, but all other values in m_LocalCoreStartupParameter seemed to work fine. I'll have to leave it to someone else to figure out why. TODO: Later I'll add function to the debugging buttons, currently only update have a function. I'll add some option to show a custom console window (that actually worked better that the wx window to show the current parameters status, it had less flicker on frequent updates). I'll also add some custom log file saving option. Also, the reason I placed Logging.cpp in its own dir is because I plan to add more files to it. There were problems with some build modes, win32 with debugging crashed on booting a game, I don't know if it's my fault. And I could not build Debug win64 because of some wx linking problem. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@722 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-09-29 05:19:23 +02:00
#include <windows.h>
#endif
Some changes to the debugger, added a DSP HLE debugging window. I moved the initialization of DLLdebugger from Core.cpp to the debugging window. (I hope this doesn't break the LLE debugger in any way, or does it have to be started right after LoadPlugin?). Also added a ShowOnStart saved setting to the debugger. And a MainWindow saved setting that set the position and size of the main window when it's started. I may have broken things in the debugger by allowing disabling of for example the Jit window. Please accept my apologies if that is the case. There's an annoying problem with the DSP HLE wx window that blocks some input and places it in a queue. For example if you have loaded the window and press X on the main window, that action is blocked an placed in some kind of queue and not executed until you have closed the debugging window. This is also why the main Dolphin-Debugger window does not show up until you close the sound window. If someone find a fix to this I guess it could be convenient. There is another way to show the window, m_frame->Show() that is normally supposed to remove this kind of on-focus lock, but in a dll it seemingly breaks because it makes Dllmain call DLL_PROCESS_DETACH immediately after DLL_PROCESS_ATTACH so the window has to be killed or we crash. Also, otherwise unnecessarily I had to disable the new DSP HLE debug window in Release mode because I could not access the SConfig::GetInstance().m_LocalCoreStartupParameter.m_strDSPPlugin.c_str() string that I need to start it (if I tried it crashed). Very annoying and strange. I could not access m_strDSPPlugin or m_strVideoPlugin either, but all other values in m_LocalCoreStartupParameter seemed to work fine. I'll have to leave it to someone else to figure out why. TODO: Later I'll add function to the debugging buttons, currently only update have a function. I'll add some option to show a custom console window (that actually worked better that the wx window to show the current parameters status, it had less flicker on frequent updates). I'll also add some custom log file saving option. Also, the reason I placed Logging.cpp in its own dir is because I plan to add more files to it. There were problems with some build modes, win32 with debugging crashed on booting a game, I don't know if it's my fault. And I could not build Debug win64 because of some wx linking problem. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@722 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-09-29 05:19:23 +02:00
#include "../UCodes/UCodes.h"
#include "../UCodes/UCode_AXStructs.h"
#include "../UCodes/UCode_AX.h"
#include "../Debugger/PBView.h"
#include "../Debugger/Debugger.h"
// Externals
float ratioFactor; // a global to get the ratio factor from MixAdd
// Parameter blocks
Some changes to the debugger, added a DSP HLE debugging window. I moved the initialization of DLLdebugger from Core.cpp to the debugging window. (I hope this doesn't break the LLE debugger in any way, or does it have to be started right after LoadPlugin?). Also added a ShowOnStart saved setting to the debugger. And a MainWindow saved setting that set the position and size of the main window when it's started. I may have broken things in the debugger by allowing disabling of for example the Jit window. Please accept my apologies if that is the case. There's an annoying problem with the DSP HLE wx window that blocks some input and places it in a queue. For example if you have loaded the window and press X on the main window, that action is blocked an placed in some kind of queue and not executed until you have closed the debugging window. This is also why the main Dolphin-Debugger window does not show up until you close the sound window. If someone find a fix to this I guess it could be convenient. There is another way to show the window, m_frame->Show() that is normally supposed to remove this kind of on-focus lock, but in a dll it seemingly breaks because it makes Dllmain call DLL_PROCESS_DETACH immediately after DLL_PROCESS_ATTACH so the window has to be killed or we crash. Also, otherwise unnecessarily I had to disable the new DSP HLE debug window in Release mode because I could not access the SConfig::GetInstance().m_LocalCoreStartupParameter.m_strDSPPlugin.c_str() string that I need to start it (if I tried it crashed). Very annoying and strange. I could not access m_strDSPPlugin or m_strVideoPlugin either, but all other values in m_LocalCoreStartupParameter seemed to work fine. I'll have to leave it to someone else to figure out why. TODO: Later I'll add function to the debugging buttons, currently only update have a function. I'll add some option to show a custom console window (that actually worked better that the wx window to show the current parameters status, it had less flicker on frequent updates). I'll also add some custom log file saving option. Also, the reason I placed Logging.cpp in its own dir is because I plan to add more files to it. There were problems with some build modes, win32 with debugging crashed on booting a game, I don't know if it's my fault. And I could not build Debug win64 because of some wx linking problem. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@722 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-09-29 05:19:23 +02:00
std::vector<u32> gloopPos(64);
std::vector<u32> gsampleEnd(64);
std::vector<u32> gsamplePos(64);
// PBSampleRateConverter src
std::vector<u32> gratio(64);
std::vector<u32> gratiohi(64);
std::vector<u32> gratiolo(64);
std::vector<u32> gfrac(64);
std::vector<u32> gcoef(64);
// PBSampleRateConverter mixer
std::vector<u16> gvolume_left(64);
std::vector<u16> gvolume_right(64);
std::vector<u16> gaudioFormat(64);
std::vector<u16> glooping(64);
std::vector<u16> gsrc_type(64);
std::vector<u16> gis_stream(64);
// loop
std::vector<u16> gloop1(64);
std::vector<u16> gloop2(64);
std::vector<u16> gloop3(64);
std::vector<u16> gadloop1(64);
std::vector<u16> gadloop2(64);
std::vector<u16> gadloop3(64);
// updates
std::vector<u16> gupdates1(64);
std::vector<u16> gupdates2(64);
std::vector<u16> gupdates3(64);
std::vector<u16> gupdates4(64);
std::vector<u16> gupdates5(64);
std::vector<u32> gupdates_addr(64);
Some changes to the debugger, added a DSP HLE debugging window. I moved the initialization of DLLdebugger from Core.cpp to the debugging window. (I hope this doesn't break the LLE debugger in any way, or does it have to be started right after LoadPlugin?). Also added a ShowOnStart saved setting to the debugger. And a MainWindow saved setting that set the position and size of the main window when it's started. I may have broken things in the debugger by allowing disabling of for example the Jit window. Please accept my apologies if that is the case. There's an annoying problem with the DSP HLE wx window that blocks some input and places it in a queue. For example if you have loaded the window and press X on the main window, that action is blocked an placed in some kind of queue and not executed until you have closed the debugging window. This is also why the main Dolphin-Debugger window does not show up until you close the sound window. If someone find a fix to this I guess it could be convenient. There is another way to show the window, m_frame->Show() that is normally supposed to remove this kind of on-focus lock, but in a dll it seemingly breaks because it makes Dllmain call DLL_PROCESS_DETACH immediately after DLL_PROCESS_ATTACH so the window has to be killed or we crash. Also, otherwise unnecessarily I had to disable the new DSP HLE debug window in Release mode because I could not access the SConfig::GetInstance().m_LocalCoreStartupParameter.m_strDSPPlugin.c_str() string that I need to start it (if I tried it crashed). Very annoying and strange. I could not access m_strDSPPlugin or m_strVideoPlugin either, but all other values in m_LocalCoreStartupParameter seemed to work fine. I'll have to leave it to someone else to figure out why. TODO: Later I'll add function to the debugging buttons, currently only update have a function. I'll add some option to show a custom console window (that actually worked better that the wx window to show the current parameters status, it had less flicker on frequent updates). I'll also add some custom log file saving option. Also, the reason I placed Logging.cpp in its own dir is because I plan to add more files to it. There were problems with some build modes, win32 with debugging crashed on booting a game, I don't know if it's my fault. And I could not build Debug win64 because of some wx linking problem. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@722 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-09-29 05:19:23 +02:00
// Counters
Some changes to the debugger, added a DSP HLE debugging window. I moved the initialization of DLLdebugger from Core.cpp to the debugging window. (I hope this doesn't break the LLE debugger in any way, or does it have to be started right after LoadPlugin?). Also added a ShowOnStart saved setting to the debugger. And a MainWindow saved setting that set the position and size of the main window when it's started. I may have broken things in the debugger by allowing disabling of for example the Jit window. Please accept my apologies if that is the case. There's an annoying problem with the DSP HLE wx window that blocks some input and places it in a queue. For example if you have loaded the window and press X on the main window, that action is blocked an placed in some kind of queue and not executed until you have closed the debugging window. This is also why the main Dolphin-Debugger window does not show up until you close the sound window. If someone find a fix to this I guess it could be convenient. There is another way to show the window, m_frame->Show() that is normally supposed to remove this kind of on-focus lock, but in a dll it seemingly breaks because it makes Dllmain call DLL_PROCESS_DETACH immediately after DLL_PROCESS_ATTACH so the window has to be killed or we crash. Also, otherwise unnecessarily I had to disable the new DSP HLE debug window in Release mode because I could not access the SConfig::GetInstance().m_LocalCoreStartupParameter.m_strDSPPlugin.c_str() string that I need to start it (if I tried it crashed). Very annoying and strange. I could not access m_strDSPPlugin or m_strVideoPlugin either, but all other values in m_LocalCoreStartupParameter seemed to work fine. I'll have to leave it to someone else to figure out why. TODO: Later I'll add function to the debugging buttons, currently only update have a function. I'll add some option to show a custom console window (that actually worked better that the wx window to show the current parameters status, it had less flicker on frequent updates). I'll also add some custom log file saving option. Also, the reason I placed Logging.cpp in its own dir is because I plan to add more files to it. There were problems with some build modes, win32 with debugging crashed on booting a game, I don't know if it's my fault. And I could not build Debug win64 because of some wx linking problem. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@722 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-09-29 05:19:23 +02:00
int j = 0;
int k = 0;
long int l = 0;
Some changes to the debugger, added a DSP HLE debugging window. I moved the initialization of DLLdebugger from Core.cpp to the debugging window. (I hope this doesn't break the LLE debugger in any way, or does it have to be started right after LoadPlugin?). Also added a ShowOnStart saved setting to the debugger. And a MainWindow saved setting that set the position and size of the main window when it's started. I may have broken things in the debugger by allowing disabling of for example the Jit window. Please accept my apologies if that is the case. There's an annoying problem with the DSP HLE wx window that blocks some input and places it in a queue. For example if you have loaded the window and press X on the main window, that action is blocked an placed in some kind of queue and not executed until you have closed the debugging window. This is also why the main Dolphin-Debugger window does not show up until you close the sound window. If someone find a fix to this I guess it could be convenient. There is another way to show the window, m_frame->Show() that is normally supposed to remove this kind of on-focus lock, but in a dll it seemingly breaks because it makes Dllmain call DLL_PROCESS_DETACH immediately after DLL_PROCESS_ATTACH so the window has to be killed or we crash. Also, otherwise unnecessarily I had to disable the new DSP HLE debug window in Release mode because I could not access the SConfig::GetInstance().m_LocalCoreStartupParameter.m_strDSPPlugin.c_str() string that I need to start it (if I tried it crashed). Very annoying and strange. I could not access m_strDSPPlugin or m_strVideoPlugin either, but all other values in m_LocalCoreStartupParameter seemed to work fine. I'll have to leave it to someone else to figure out why. TODO: Later I'll add function to the debugging buttons, currently only update have a function. I'll add some option to show a custom console window (that actually worked better that the wx window to show the current parameters status, it had less flicker on frequent updates). I'll also add some custom log file saving option. Also, the reason I placed Logging.cpp in its own dir is because I plan to add more files to it. There were problems with some build modes, win32 with debugging crashed on booting a game, I don't know if it's my fault. And I could not build Debug win64 because of some wx linking problem. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@722 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-09-29 05:19:23 +02:00
// More stuff
Some changes to the debugger, added a DSP HLE debugging window. I moved the initialization of DLLdebugger from Core.cpp to the debugging window. (I hope this doesn't break the LLE debugger in any way, or does it have to be started right after LoadPlugin?). Also added a ShowOnStart saved setting to the debugger. And a MainWindow saved setting that set the position and size of the main window when it's started. I may have broken things in the debugger by allowing disabling of for example the Jit window. Please accept my apologies if that is the case. There's an annoying problem with the DSP HLE wx window that blocks some input and places it in a queue. For example if you have loaded the window and press X on the main window, that action is blocked an placed in some kind of queue and not executed until you have closed the debugging window. This is also why the main Dolphin-Debugger window does not show up until you close the sound window. If someone find a fix to this I guess it could be convenient. There is another way to show the window, m_frame->Show() that is normally supposed to remove this kind of on-focus lock, but in a dll it seemingly breaks because it makes Dllmain call DLL_PROCESS_DETACH immediately after DLL_PROCESS_ATTACH so the window has to be killed or we crash. Also, otherwise unnecessarily I had to disable the new DSP HLE debug window in Release mode because I could not access the SConfig::GetInstance().m_LocalCoreStartupParameter.m_strDSPPlugin.c_str() string that I need to start it (if I tried it crashed). Very annoying and strange. I could not access m_strDSPPlugin or m_strVideoPlugin either, but all other values in m_LocalCoreStartupParameter seemed to work fine. I'll have to leave it to someone else to figure out why. TODO: Later I'll add function to the debugging buttons, currently only update have a function. I'll add some option to show a custom console window (that actually worked better that the wx window to show the current parameters status, it had less flicker on frequent updates). I'll also add some custom log file saving option. Also, the reason I placed Logging.cpp in its own dir is because I plan to add more files to it. There were problems with some build modes, win32 with debugging crashed on booting a game, I don't know if it's my fault. And I could not build Debug win64 because of some wx linking problem. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@722 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-09-29 05:19:23 +02:00
std::vector< std::vector<int> > vector1(64, std::vector<int>(100,0));
int vectorLength = 8;
std::vector<u16> vector62(vectorLength);
std::vector<u16> vector63(vectorLength);
Some changes to the debugger, added a DSP HLE debugging window. I moved the initialization of DLLdebugger from Core.cpp to the debugging window. (I hope this doesn't break the LLE debugger in any way, or does it have to be started right after LoadPlugin?). Also added a ShowOnStart saved setting to the debugger. And a MainWindow saved setting that set the position and size of the main window when it's started. I may have broken things in the debugger by allowing disabling of for example the Jit window. Please accept my apologies if that is the case. There's an annoying problem with the DSP HLE wx window that blocks some input and places it in a queue. For example if you have loaded the window and press X on the main window, that action is blocked an placed in some kind of queue and not executed until you have closed the debugging window. This is also why the main Dolphin-Debugger window does not show up until you close the sound window. If someone find a fix to this I guess it could be convenient. There is another way to show the window, m_frame->Show() that is normally supposed to remove this kind of on-focus lock, but in a dll it seemingly breaks because it makes Dllmain call DLL_PROCESS_DETACH immediately after DLL_PROCESS_ATTACH so the window has to be killed or we crash. Also, otherwise unnecessarily I had to disable the new DSP HLE debug window in Release mode because I could not access the SConfig::GetInstance().m_LocalCoreStartupParameter.m_strDSPPlugin.c_str() string that I need to start it (if I tried it crashed). Very annoying and strange. I could not access m_strDSPPlugin or m_strVideoPlugin either, but all other values in m_LocalCoreStartupParameter seemed to work fine. I'll have to leave it to someone else to figure out why. TODO: Later I'll add function to the debugging buttons, currently only update have a function. I'll add some option to show a custom console window (that actually worked better that the wx window to show the current parameters status, it had less flicker on frequent updates). I'll also add some custom log file saving option. Also, the reason I placed Logging.cpp in its own dir is because I plan to add more files to it. There were problems with some build modes, win32 with debugging crashed on booting a game, I don't know if it's my fault. And I could not build Debug win64 because of some wx linking problem. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@722 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-09-29 05:19:23 +02:00
// Classes
Some changes to the debugger, added a DSP HLE debugging window. I moved the initialization of DLLdebugger from Core.cpp to the debugging window. (I hope this doesn't break the LLE debugger in any way, or does it have to be started right after LoadPlugin?). Also added a ShowOnStart saved setting to the debugger. And a MainWindow saved setting that set the position and size of the main window when it's started. I may have broken things in the debugger by allowing disabling of for example the Jit window. Please accept my apologies if that is the case. There's an annoying problem with the DSP HLE wx window that blocks some input and places it in a queue. For example if you have loaded the window and press X on the main window, that action is blocked an placed in some kind of queue and not executed until you have closed the debugging window. This is also why the main Dolphin-Debugger window does not show up until you close the sound window. If someone find a fix to this I guess it could be convenient. There is another way to show the window, m_frame->Show() that is normally supposed to remove this kind of on-focus lock, but in a dll it seemingly breaks because it makes Dllmain call DLL_PROCESS_DETACH immediately after DLL_PROCESS_ATTACH so the window has to be killed or we crash. Also, otherwise unnecessarily I had to disable the new DSP HLE debug window in Release mode because I could not access the SConfig::GetInstance().m_LocalCoreStartupParameter.m_strDSPPlugin.c_str() string that I need to start it (if I tried it crashed). Very annoying and strange. I could not access m_strDSPPlugin or m_strVideoPlugin either, but all other values in m_LocalCoreStartupParameter seemed to work fine. I'll have to leave it to someone else to figure out why. TODO: Later I'll add function to the debugging buttons, currently only update have a function. I'll add some option to show a custom console window (that actually worked better that the wx window to show the current parameters status, it had less flicker on frequent updates). I'll also add some custom log file saving option. Also, the reason I placed Logging.cpp in its own dir is because I plan to add more files to it. There were problems with some build modes, win32 with debugging crashed on booting a game, I don't know if it's my fault. And I could not build Debug win64 because of some wx linking problem. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@722 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-09-29 05:19:23 +02:00
extern CDebugger* m_frame;
Some changes to the debugger, added a DSP HLE debugging window. I moved the initialization of DLLdebugger from Core.cpp to the debugging window. (I hope this doesn't break the LLE debugger in any way, or does it have to be started right after LoadPlugin?). Also added a ShowOnStart saved setting to the debugger. And a MainWindow saved setting that set the position and size of the main window when it's started. I may have broken things in the debugger by allowing disabling of for example the Jit window. Please accept my apologies if that is the case. There's an annoying problem with the DSP HLE wx window that blocks some input and places it in a queue. For example if you have loaded the window and press X on the main window, that action is blocked an placed in some kind of queue and not executed until you have closed the debugging window. This is also why the main Dolphin-Debugger window does not show up until you close the sound window. If someone find a fix to this I guess it could be convenient. There is another way to show the window, m_frame->Show() that is normally supposed to remove this kind of on-focus lock, but in a dll it seemingly breaks because it makes Dllmain call DLL_PROCESS_DETACH immediately after DLL_PROCESS_ATTACH so the window has to be killed or we crash. Also, otherwise unnecessarily I had to disable the new DSP HLE debug window in Release mode because I could not access the SConfig::GetInstance().m_LocalCoreStartupParameter.m_strDSPPlugin.c_str() string that I need to start it (if I tried it crashed). Very annoying and strange. I could not access m_strDSPPlugin or m_strVideoPlugin either, but all other values in m_LocalCoreStartupParameter seemed to work fine. I'll have to leave it to someone else to figure out why. TODO: Later I'll add function to the debugging buttons, currently only update have a function. I'll add some option to show a custom console window (that actually worked better that the wx window to show the current parameters status, it had less flicker on frequent updates). I'll also add some custom log file saving option. Also, the reason I placed Logging.cpp in its own dir is because I plan to add more files to it. There were problems with some build modes, win32 with debugging crashed on booting a game, I don't know if it's my fault. And I could not build Debug win64 because of some wx linking problem. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@722 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-09-29 05:19:23 +02:00
// I placed this in CUCode_AX because there was some kind of problem to call it otherwise,
// I'm sure it's simple to fix but I couldn't.
void CUCode_AX::Logging(short* _pBuffer, int _iSize, int a)
{
AXParamBlock PBs[NUMBER_OF_PBS];
int numberOfPBs = ReadOutPBs(PBs, NUMBER_OF_PBS);
Some changes to the debugger, added a DSP HLE debugging window. I moved the initialization of DLLdebugger from Core.cpp to the debugging window. (I hope this doesn't break the LLE debugger in any way, or does it have to be started right after LoadPlugin?). Also added a ShowOnStart saved setting to the debugger. And a MainWindow saved setting that set the position and size of the main window when it's started. I may have broken things in the debugger by allowing disabling of for example the Jit window. Please accept my apologies if that is the case. There's an annoying problem with the DSP HLE wx window that blocks some input and places it in a queue. For example if you have loaded the window and press X on the main window, that action is blocked an placed in some kind of queue and not executed until you have closed the debugging window. This is also why the main Dolphin-Debugger window does not show up until you close the sound window. If someone find a fix to this I guess it could be convenient. There is another way to show the window, m_frame->Show() that is normally supposed to remove this kind of on-focus lock, but in a dll it seemingly breaks because it makes Dllmain call DLL_PROCESS_DETACH immediately after DLL_PROCESS_ATTACH so the window has to be killed or we crash. Also, otherwise unnecessarily I had to disable the new DSP HLE debug window in Release mode because I could not access the SConfig::GetInstance().m_LocalCoreStartupParameter.m_strDSPPlugin.c_str() string that I need to start it (if I tried it crashed). Very annoying and strange. I could not access m_strDSPPlugin or m_strVideoPlugin either, but all other values in m_LocalCoreStartupParameter seemed to work fine. I'll have to leave it to someone else to figure out why. TODO: Later I'll add function to the debugging buttons, currently only update have a function. I'll add some option to show a custom console window (that actually worked better that the wx window to show the current parameters status, it had less flicker on frequent updates). I'll also add some custom log file saving option. Also, the reason I placed Logging.cpp in its own dir is because I plan to add more files to it. There were problems with some build modes, win32 with debugging crashed on booting a game, I don't know if it's my fault. And I could not build Debug win64 because of some wx linking problem. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@722 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-09-29 05:19:23 +02:00
// Control how often the screen is updated
j++;
l++;
if (j>20)
{
Some changes to the debugger, added a DSP HLE debugging window. I moved the initialization of DLLdebugger from Core.cpp to the debugging window. (I hope this doesn't break the LLE debugger in any way, or does it have to be started right after LoadPlugin?). Also added a ShowOnStart saved setting to the debugger. And a MainWindow saved setting that set the position and size of the main window when it's started. I may have broken things in the debugger by allowing disabling of for example the Jit window. Please accept my apologies if that is the case. There's an annoying problem with the DSP HLE wx window that blocks some input and places it in a queue. For example if you have loaded the window and press X on the main window, that action is blocked an placed in some kind of queue and not executed until you have closed the debugging window. This is also why the main Dolphin-Debugger window does not show up until you close the sound window. If someone find a fix to this I guess it could be convenient. There is another way to show the window, m_frame->Show() that is normally supposed to remove this kind of on-focus lock, but in a dll it seemingly breaks because it makes Dllmain call DLL_PROCESS_DETACH immediately after DLL_PROCESS_ATTACH so the window has to be killed or we crash. Also, otherwise unnecessarily I had to disable the new DSP HLE debug window in Release mode because I could not access the SConfig::GetInstance().m_LocalCoreStartupParameter.m_strDSPPlugin.c_str() string that I need to start it (if I tried it crashed). Very annoying and strange. I could not access m_strDSPPlugin or m_strVideoPlugin either, but all other values in m_LocalCoreStartupParameter seemed to work fine. I'll have to leave it to someone else to figure out why. TODO: Later I'll add function to the debugging buttons, currently only update have a function. I'll add some option to show a custom console window (that actually worked better that the wx window to show the current parameters status, it had less flicker on frequent updates). I'll also add some custom log file saving option. Also, the reason I placed Logging.cpp in its own dir is because I plan to add more files to it. There were problems with some build modes, win32 with debugging crashed on booting a game, I don't know if it's my fault. And I could not build Debug win64 because of some wx linking problem. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@722 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-09-29 05:19:23 +02:00
// Move all items back - vector1 is a vector1[64][100] vector, I think
Some changes to the debugger, added a DSP HLE debugging window. I moved the initialization of DLLdebugger from Core.cpp to the debugging window. (I hope this doesn't break the LLE debugger in any way, or does it have to be started right after LoadPlugin?). Also added a ShowOnStart saved setting to the debugger. And a MainWindow saved setting that set the position and size of the main window when it's started. I may have broken things in the debugger by allowing disabling of for example the Jit window. Please accept my apologies if that is the case. There's an annoying problem with the DSP HLE wx window that blocks some input and places it in a queue. For example if you have loaded the window and press X on the main window, that action is blocked an placed in some kind of queue and not executed until you have closed the debugging window. This is also why the main Dolphin-Debugger window does not show up until you close the sound window. If someone find a fix to this I guess it could be convenient. There is another way to show the window, m_frame->Show() that is normally supposed to remove this kind of on-focus lock, but in a dll it seemingly breaks because it makes Dllmain call DLL_PROCESS_DETACH immediately after DLL_PROCESS_ATTACH so the window has to be killed or we crash. Also, otherwise unnecessarily I had to disable the new DSP HLE debug window in Release mode because I could not access the SConfig::GetInstance().m_LocalCoreStartupParameter.m_strDSPPlugin.c_str() string that I need to start it (if I tried it crashed). Very annoying and strange. I could not access m_strDSPPlugin or m_strVideoPlugin either, but all other values in m_LocalCoreStartupParameter seemed to work fine. I'll have to leave it to someone else to figure out why. TODO: Later I'll add function to the debugging buttons, currently only update have a function. I'll add some option to show a custom console window (that actually worked better that the wx window to show the current parameters status, it had less flicker on frequent updates). I'll also add some custom log file saving option. Also, the reason I placed Logging.cpp in its own dir is because I plan to add more files to it. There were problems with some build modes, win32 with debugging crashed on booting a game, I don't know if it's my fault. And I could not build Debug win64 because of some wx linking problem. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@722 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-09-29 05:19:23 +02:00
/*
1 to 2
2 3
3
*/
for (int i = 0; i < 64; i++)
{
for (int j = 1; j < vectorLength; j++)
{
vector1.at(i).at(j-1) = vector1.at(i).at(j);
}
}
Some changes to the debugger, added a DSP HLE debugging window. I moved the initialization of DLLdebugger from Core.cpp to the debugging window. (I hope this doesn't break the LLE debugger in any way, or does it have to be started right after LoadPlugin?). Also added a ShowOnStart saved setting to the debugger. And a MainWindow saved setting that set the position and size of the main window when it's started. I may have broken things in the debugger by allowing disabling of for example the Jit window. Please accept my apologies if that is the case. There's an annoying problem with the DSP HLE wx window that blocks some input and places it in a queue. For example if you have loaded the window and press X on the main window, that action is blocked an placed in some kind of queue and not executed until you have closed the debugging window. This is also why the main Dolphin-Debugger window does not show up until you close the sound window. If someone find a fix to this I guess it could be convenient. There is another way to show the window, m_frame->Show() that is normally supposed to remove this kind of on-focus lock, but in a dll it seemingly breaks because it makes Dllmain call DLL_PROCESS_DETACH immediately after DLL_PROCESS_ATTACH so the window has to be killed or we crash. Also, otherwise unnecessarily I had to disable the new DSP HLE debug window in Release mode because I could not access the SConfig::GetInstance().m_LocalCoreStartupParameter.m_strDSPPlugin.c_str() string that I need to start it (if I tried it crashed). Very annoying and strange. I could not access m_strDSPPlugin or m_strVideoPlugin either, but all other values in m_LocalCoreStartupParameter seemed to work fine. I'll have to leave it to someone else to figure out why. TODO: Later I'll add function to the debugging buttons, currently only update have a function. I'll add some option to show a custom console window (that actually worked better that the wx window to show the current parameters status, it had less flicker on frequent updates). I'll also add some custom log file saving option. Also, the reason I placed Logging.cpp in its own dir is because I plan to add more files to it. There were problems with some build modes, win32 with debugging crashed on booting a game, I don't know if it's my fault. And I could not build Debug win64 because of some wx linking problem. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@722 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-09-29 05:19:23 +02:00
Some changes to the debugger, added a DSP HLE debugging window. I moved the initialization of DLLdebugger from Core.cpp to the debugging window. (I hope this doesn't break the LLE debugger in any way, or does it have to be started right after LoadPlugin?). Also added a ShowOnStart saved setting to the debugger. And a MainWindow saved setting that set the position and size of the main window when it's started. I may have broken things in the debugger by allowing disabling of for example the Jit window. Please accept my apologies if that is the case. There's an annoying problem with the DSP HLE wx window that blocks some input and places it in a queue. For example if you have loaded the window and press X on the main window, that action is blocked an placed in some kind of queue and not executed until you have closed the debugging window. This is also why the main Dolphin-Debugger window does not show up until you close the sound window. If someone find a fix to this I guess it could be convenient. There is another way to show the window, m_frame->Show() that is normally supposed to remove this kind of on-focus lock, but in a dll it seemingly breaks because it makes Dllmain call DLL_PROCESS_DETACH immediately after DLL_PROCESS_ATTACH so the window has to be killed or we crash. Also, otherwise unnecessarily I had to disable the new DSP HLE debug window in Release mode because I could not access the SConfig::GetInstance().m_LocalCoreStartupParameter.m_strDSPPlugin.c_str() string that I need to start it (if I tried it crashed). Very annoying and strange. I could not access m_strDSPPlugin or m_strVideoPlugin either, but all other values in m_LocalCoreStartupParameter seemed to work fine. I'll have to leave it to someone else to figure out why. TODO: Later I'll add function to the debugging buttons, currently only update have a function. I'll add some option to show a custom console window (that actually worked better that the wx window to show the current parameters status, it had less flicker on frequent updates). I'll also add some custom log file saving option. Also, the reason I placed Logging.cpp in its own dir is because I plan to add more files to it. There were problems with some build modes, win32 with debugging crashed on booting a game, I don't know if it's my fault. And I could not build Debug win64 because of some wx linking problem. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@722 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-09-29 05:19:23 +02:00
// Save the latest value
Some changes to the debugger, added a DSP HLE debugging window. I moved the initialization of DLLdebugger from Core.cpp to the debugging window. (I hope this doesn't break the LLE debugger in any way, or does it have to be started right after LoadPlugin?). Also added a ShowOnStart saved setting to the debugger. And a MainWindow saved setting that set the position and size of the main window when it's started. I may have broken things in the debugger by allowing disabling of for example the Jit window. Please accept my apologies if that is the case. There's an annoying problem with the DSP HLE wx window that blocks some input and places it in a queue. For example if you have loaded the window and press X on the main window, that action is blocked an placed in some kind of queue and not executed until you have closed the debugging window. This is also why the main Dolphin-Debugger window does not show up until you close the sound window. If someone find a fix to this I guess it could be convenient. There is another way to show the window, m_frame->Show() that is normally supposed to remove this kind of on-focus lock, but in a dll it seemingly breaks because it makes Dllmain call DLL_PROCESS_DETACH immediately after DLL_PROCESS_ATTACH so the window has to be killed or we crash. Also, otherwise unnecessarily I had to disable the new DSP HLE debug window in Release mode because I could not access the SConfig::GetInstance().m_LocalCoreStartupParameter.m_strDSPPlugin.c_str() string that I need to start it (if I tried it crashed). Very annoying and strange. I could not access m_strDSPPlugin or m_strVideoPlugin either, but all other values in m_LocalCoreStartupParameter seemed to work fine. I'll have to leave it to someone else to figure out why. TODO: Later I'll add function to the debugging buttons, currently only update have a function. I'll add some option to show a custom console window (that actually worked better that the wx window to show the current parameters status, it had less flicker on frequent updates). I'll also add some custom log file saving option. Also, the reason I placed Logging.cpp in its own dir is because I plan to add more files to it. There were problems with some build modes, win32 with debugging crashed on booting a game, I don't know if it's my fault. And I could not build Debug win64 because of some wx linking problem. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@722 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-09-29 05:19:23 +02:00
for (int i = 0; i < numberOfPBs; i++)
{
vector1.at(i).at(vectorLength-1) = PBs[i].running;
}
Some changes to the debugger, added a DSP HLE debugging window. I moved the initialization of DLLdebugger from Core.cpp to the debugging window. (I hope this doesn't break the LLE debugger in any way, or does it have to be started right after LoadPlugin?). Also added a ShowOnStart saved setting to the debugger. And a MainWindow saved setting that set the position and size of the main window when it's started. I may have broken things in the debugger by allowing disabling of for example the Jit window. Please accept my apologies if that is the case. There's an annoying problem with the DSP HLE wx window that blocks some input and places it in a queue. For example if you have loaded the window and press X on the main window, that action is blocked an placed in some kind of queue and not executed until you have closed the debugging window. This is also why the main Dolphin-Debugger window does not show up until you close the sound window. If someone find a fix to this I guess it could be convenient. There is another way to show the window, m_frame->Show() that is normally supposed to remove this kind of on-focus lock, but in a dll it seemingly breaks because it makes Dllmain call DLL_PROCESS_DETACH immediately after DLL_PROCESS_ATTACH so the window has to be killed or we crash. Also, otherwise unnecessarily I had to disable the new DSP HLE debug window in Release mode because I could not access the SConfig::GetInstance().m_LocalCoreStartupParameter.m_strDSPPlugin.c_str() string that I need to start it (if I tried it crashed). Very annoying and strange. I could not access m_strDSPPlugin or m_strVideoPlugin either, but all other values in m_LocalCoreStartupParameter seemed to work fine. I'll have to leave it to someone else to figure out why. TODO: Later I'll add function to the debugging buttons, currently only update have a function. I'll add some option to show a custom console window (that actually worked better that the wx window to show the current parameters status, it had less flicker on frequent updates). I'll also add some custom log file saving option. Also, the reason I placed Logging.cpp in its own dir is because I plan to add more files to it. There were problems with some build modes, win32 with debugging crashed on booting a game, I don't know if it's my fault. And I could not build Debug win64 because of some wx linking problem. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@722 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-09-29 05:19:23 +02:00
Some changes to the debugger, added a DSP HLE debugging window. I moved the initialization of DLLdebugger from Core.cpp to the debugging window. (I hope this doesn't break the LLE debugger in any way, or does it have to be started right after LoadPlugin?). Also added a ShowOnStart saved setting to the debugger. And a MainWindow saved setting that set the position and size of the main window when it's started. I may have broken things in the debugger by allowing disabling of for example the Jit window. Please accept my apologies if that is the case. There's an annoying problem with the DSP HLE wx window that blocks some input and places it in a queue. For example if you have loaded the window and press X on the main window, that action is blocked an placed in some kind of queue and not executed until you have closed the debugging window. This is also why the main Dolphin-Debugger window does not show up until you close the sound window. If someone find a fix to this I guess it could be convenient. There is another way to show the window, m_frame->Show() that is normally supposed to remove this kind of on-focus lock, but in a dll it seemingly breaks because it makes Dllmain call DLL_PROCESS_DETACH immediately after DLL_PROCESS_ATTACH so the window has to be killed or we crash. Also, otherwise unnecessarily I had to disable the new DSP HLE debug window in Release mode because I could not access the SConfig::GetInstance().m_LocalCoreStartupParameter.m_strDSPPlugin.c_str() string that I need to start it (if I tried it crashed). Very annoying and strange. I could not access m_strDSPPlugin or m_strVideoPlugin either, but all other values in m_LocalCoreStartupParameter seemed to work fine. I'll have to leave it to someone else to figure out why. TODO: Later I'll add function to the debugging buttons, currently only update have a function. I'll add some option to show a custom console window (that actually worked better that the wx window to show the current parameters status, it had less flicker on frequent updates). I'll also add some custom log file saving option. Also, the reason I placed Logging.cpp in its own dir is because I plan to add more files to it. There were problems with some build modes, win32 with debugging crashed on booting a game, I don't know if it's my fault. And I could not build Debug win64 because of some wx linking problem. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@722 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-09-29 05:19:23 +02:00
// go through all blocks, or only some
for (int i = 0; i < numberOfPBs; i++)
{
//if (PBs[i].running)
//if (PBs[i].running && PBs[i].adpcm_loop_info.yn1 && PBs[i].mixer.volume_left)
if(true)
{
Some changes to the debugger, added a DSP HLE debugging window. I moved the initialization of DLLdebugger from Core.cpp to the debugging window. (I hope this doesn't break the LLE debugger in any way, or does it have to be started right after LoadPlugin?). Also added a ShowOnStart saved setting to the debugger. And a MainWindow saved setting that set the position and size of the main window when it's started. I may have broken things in the debugger by allowing disabling of for example the Jit window. Please accept my apologies if that is the case. There's an annoying problem with the DSP HLE wx window that blocks some input and places it in a queue. For example if you have loaded the window and press X on the main window, that action is blocked an placed in some kind of queue and not executed until you have closed the debugging window. This is also why the main Dolphin-Debugger window does not show up until you close the sound window. If someone find a fix to this I guess it could be convenient. There is another way to show the window, m_frame->Show() that is normally supposed to remove this kind of on-focus lock, but in a dll it seemingly breaks because it makes Dllmain call DLL_PROCESS_DETACH immediately after DLL_PROCESS_ATTACH so the window has to be killed or we crash. Also, otherwise unnecessarily I had to disable the new DSP HLE debug window in Release mode because I could not access the SConfig::GetInstance().m_LocalCoreStartupParameter.m_strDSPPlugin.c_str() string that I need to start it (if I tried it crashed). Very annoying and strange. I could not access m_strDSPPlugin or m_strVideoPlugin either, but all other values in m_LocalCoreStartupParameter seemed to work fine. I'll have to leave it to someone else to figure out why. TODO: Later I'll add function to the debugging buttons, currently only update have a function. I'll add some option to show a custom console window (that actually worked better that the wx window to show the current parameters status, it had less flicker on frequent updates). I'll also add some custom log file saving option. Also, the reason I placed Logging.cpp in its own dir is because I plan to add more files to it. There were problems with some build modes, win32 with debugging crashed on booting a game, I don't know if it's my fault. And I could not build Debug win64 because of some wx linking problem. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@722 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-09-29 05:19:23 +02:00
// Playback history for the GUI debugger
Some changes to the debugger, added a DSP HLE debugging window. I moved the initialization of DLLdebugger from Core.cpp to the debugging window. (I hope this doesn't break the LLE debugger in any way, or does it have to be started right after LoadPlugin?). Also added a ShowOnStart saved setting to the debugger. And a MainWindow saved setting that set the position and size of the main window when it's started. I may have broken things in the debugger by allowing disabling of for example the Jit window. Please accept my apologies if that is the case. There's an annoying problem with the DSP HLE wx window that blocks some input and places it in a queue. For example if you have loaded the window and press X on the main window, that action is blocked an placed in some kind of queue and not executed until you have closed the debugging window. This is also why the main Dolphin-Debugger window does not show up until you close the sound window. If someone find a fix to this I guess it could be convenient. There is another way to show the window, m_frame->Show() that is normally supposed to remove this kind of on-focus lock, but in a dll it seemingly breaks because it makes Dllmain call DLL_PROCESS_DETACH immediately after DLL_PROCESS_ATTACH so the window has to be killed or we crash. Also, otherwise unnecessarily I had to disable the new DSP HLE debug window in Release mode because I could not access the SConfig::GetInstance().m_LocalCoreStartupParameter.m_strDSPPlugin.c_str() string that I need to start it (if I tried it crashed). Very annoying and strange. I could not access m_strDSPPlugin or m_strVideoPlugin either, but all other values in m_LocalCoreStartupParameter seemed to work fine. I'll have to leave it to someone else to figure out why. TODO: Later I'll add function to the debugging buttons, currently only update have a function. I'll add some option to show a custom console window (that actually worked better that the wx window to show the current parameters status, it had less flicker on frequent updates). I'll also add some custom log file saving option. Also, the reason I placed Logging.cpp in its own dir is because I plan to add more files to it. There were problems with some build modes, win32 with debugging crashed on booting a game, I don't know if it's my fault. And I could not build Debug win64 because of some wx linking problem. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@722 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-09-29 05:19:23 +02:00
std::string sbuff;
for (int j = 0; j < vectorLength; j++)
{
if(vector1.at(i).at(j) == 0)
{
sbuff = sbuff + "0";
}
else
{
sbuff = sbuff + "1";
}
}
u32 run = atoi( sbuff.c_str());
m_frame->m_GPRListView->m_CachedRegs[1][i] = run;
sbuff.clear();
// We could chose to update these only if a block is currently running - Later I'll add options
// to see both the current and the lastets active value.
//if (PBs[i].running)
if (true)
{
Some changes to the debugger, added a DSP HLE debugging window. I moved the initialization of DLLdebugger from Core.cpp to the debugging window. (I hope this doesn't break the LLE debugger in any way, or does it have to be started right after LoadPlugin?). Also added a ShowOnStart saved setting to the debugger. And a MainWindow saved setting that set the position and size of the main window when it's started. I may have broken things in the debugger by allowing disabling of for example the Jit window. Please accept my apologies if that is the case. There's an annoying problem with the DSP HLE wx window that blocks some input and places it in a queue. For example if you have loaded the window and press X on the main window, that action is blocked an placed in some kind of queue and not executed until you have closed the debugging window. This is also why the main Dolphin-Debugger window does not show up until you close the sound window. If someone find a fix to this I guess it could be convenient. There is another way to show the window, m_frame->Show() that is normally supposed to remove this kind of on-focus lock, but in a dll it seemingly breaks because it makes Dllmain call DLL_PROCESS_DETACH immediately after DLL_PROCESS_ATTACH so the window has to be killed or we crash. Also, otherwise unnecessarily I had to disable the new DSP HLE debug window in Release mode because I could not access the SConfig::GetInstance().m_LocalCoreStartupParameter.m_strDSPPlugin.c_str() string that I need to start it (if I tried it crashed). Very annoying and strange. I could not access m_strDSPPlugin or m_strVideoPlugin either, but all other values in m_LocalCoreStartupParameter seemed to work fine. I'll have to leave it to someone else to figure out why. TODO: Later I'll add function to the debugging buttons, currently only update have a function. I'll add some option to show a custom console window (that actually worked better that the wx window to show the current parameters status, it had less flicker on frequent updates). I'll also add some custom log file saving option. Also, the reason I placed Logging.cpp in its own dir is because I plan to add more files to it. There were problems with some build modes, win32 with debugging crashed on booting a game, I don't know if it's my fault. And I could not build Debug win64 because of some wx linking problem. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@722 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-09-29 05:19:23 +02:00
// AXPB base
gcoef[i] = PBs[i].unknown1;
gloopPos[i] = (PBs[i].audio_addr.loop_addr_hi << 16) | PBs[i].audio_addr.loop_addr_lo;
gsampleEnd[i] = (PBs[i].audio_addr.end_addr_hi << 16) | PBs[i].audio_addr.end_addr_lo;
gsamplePos[i] = (PBs[i].audio_addr.cur_addr_hi << 16) | PBs[i].audio_addr.cur_addr_lo;
// PBSampleRateConverter src
gratio[i] = (u32)(((PBs[i].src.ratio_hi << 16) + PBs[i].src.ratio_lo) * ratioFactor);
gratiohi[i] = PBs[i].src.ratio_hi;
gratiolo[i] = PBs[i].src.ratio_lo;
gfrac[i] = PBs[i].src.cur_addr_frac;
// adpcm_loop_info
gadloop1[i] = PBs[i].adpcm.pred_scale;
gadloop2[i] = PBs[i].adpcm.yn1;
gadloop3[i] = PBs[i].adpcm.yn2;
gloop1[i] = PBs[i].adpcm_loop_info.pred_scale;
gloop2[i] = PBs[i].adpcm_loop_info.yn1;
gloop3[i] = PBs[i].adpcm_loop_info.yn2;
// updates
gupdates1[i] = PBs[i].updates.num_updates[0];
gupdates2[i] = PBs[i].updates.num_updates[1];
gupdates3[i] = PBs[i].updates.num_updates[2];
gupdates4[i] = PBs[i].updates.num_updates[3];
gupdates5[i] = PBs[i].updates.num_updates[4];
gupdates_addr[i] = (PBs[i].updates.data_hi << 16) | PBs[i].updates.data_lo;
gaudioFormat[i] = PBs[i].audio_addr.sample_format;
glooping[i] = PBs[i].audio_addr.looping;
gsrc_type[i] = PBs[i].src_type;
gis_stream[i] = PBs[i].is_stream;
// mixer
gvolume_left[i] = PBs[i].mixer.volume_left;
gvolume_right[i] = PBs[i].mixer.volume_right;
}
// hopefully this is false if we don't have a debugging window and so it doesn't cause a crash
if(m_frame)
{
m_frame->m_GPRListView->m_CachedRegs[2][i] = gsamplePos[i];
m_frame->m_GPRListView->m_CachedRegs[2][i] = gsampleEnd[i];
m_frame->m_GPRListView->m_CachedRegs[3][i] = gloopPos[i];
m_frame->m_GPRListView->m_CachedRegs[4][i] = gvolume_left[i];
m_frame->m_GPRListView->m_CachedRegs[5][i] = gvolume_right[i];
m_frame->m_GPRListView->m_CachedRegs[6][i] = glooping[i];
m_frame->m_GPRListView->m_CachedRegs[7][i] = gloop1[i];
m_frame->m_GPRListView->m_CachedRegs[8][i] = gloop2[i];
m_frame->m_GPRListView->m_CachedRegs[9][i] = gloop3[i];
m_frame->m_GPRListView->m_CachedRegs[10][i] = gis_stream[i];
m_frame->m_GPRListView->m_CachedRegs[11][i] = gaudioFormat[i];
m_frame->m_GPRListView->m_CachedRegs[12][i] = gsrc_type[i];
m_frame->m_GPRListView->m_CachedRegs[13][i] = gcoef[i];
m_frame->m_GPRListView->m_CachedRegs[14][i] = gfrac[i];
m_frame->m_GPRListView->m_CachedRegs[15][i] = gratio[i];
m_frame->m_GPRListView->m_CachedRegs[16][i] = gratiohi[i];
m_frame->m_GPRListView->m_CachedRegs[17][i] = gratiolo[i];
m_frame->m_GPRListView->m_CachedRegs[18][i] = gupdates1[i];
m_frame->m_GPRListView->m_CachedRegs[19][i] = gupdates2[i];
m_frame->m_GPRListView->m_CachedRegs[20][i] = gupdates3[i];
m_frame->m_GPRListView->m_CachedRegs[21][i] = gupdates4[i];
m_frame->m_GPRListView->m_CachedRegs[22][i] = gupdates5[i];
}
} // end of if (PBs[i].running)
} // end of big loop - for (int i = 0; i < numberOfPBs; i++)
Some changes to the debugger, added a DSP HLE debugging window. I moved the initialization of DLLdebugger from Core.cpp to the debugging window. (I hope this doesn't break the LLE debugger in any way, or does it have to be started right after LoadPlugin?). Also added a ShowOnStart saved setting to the debugger. And a MainWindow saved setting that set the position and size of the main window when it's started. I may have broken things in the debugger by allowing disabling of for example the Jit window. Please accept my apologies if that is the case. There's an annoying problem with the DSP HLE wx window that blocks some input and places it in a queue. For example if you have loaded the window and press X on the main window, that action is blocked an placed in some kind of queue and not executed until you have closed the debugging window. This is also why the main Dolphin-Debugger window does not show up until you close the sound window. If someone find a fix to this I guess it could be convenient. There is another way to show the window, m_frame->Show() that is normally supposed to remove this kind of on-focus lock, but in a dll it seemingly breaks because it makes Dllmain call DLL_PROCESS_DETACH immediately after DLL_PROCESS_ATTACH so the window has to be killed or we crash. Also, otherwise unnecessarily I had to disable the new DSP HLE debug window in Release mode because I could not access the SConfig::GetInstance().m_LocalCoreStartupParameter.m_strDSPPlugin.c_str() string that I need to start it (if I tried it crashed). Very annoying and strange. I could not access m_strDSPPlugin or m_strVideoPlugin either, but all other values in m_LocalCoreStartupParameter seemed to work fine. I'll have to leave it to someone else to figure out why. TODO: Later I'll add function to the debugging buttons, currently only update have a function. I'll add some option to show a custom console window (that actually worked better that the wx window to show the current parameters status, it had less flicker on frequent updates). I'll also add some custom log file saving option. Also, the reason I placed Logging.cpp in its own dir is because I plan to add more files to it. There were problems with some build modes, win32 with debugging crashed on booting a game, I don't know if it's my fault. And I could not build Debug win64 because of some wx linking problem. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@722 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-09-29 05:19:23 +02:00
// New values are written so update - DISABLED - It flickered a lot, even worse than a
// console window. I'll add a console window later to show the current status.
//if(m_frame)
if(false)
{
//m_frame->NotifyUpdate();
}
Some changes to the debugger, added a DSP HLE debugging window. I moved the initialization of DLLdebugger from Core.cpp to the debugging window. (I hope this doesn't break the LLE debugger in any way, or does it have to be started right after LoadPlugin?). Also added a ShowOnStart saved setting to the debugger. And a MainWindow saved setting that set the position and size of the main window when it's started. I may have broken things in the debugger by allowing disabling of for example the Jit window. Please accept my apologies if that is the case. There's an annoying problem with the DSP HLE wx window that blocks some input and places it in a queue. For example if you have loaded the window and press X on the main window, that action is blocked an placed in some kind of queue and not executed until you have closed the debugging window. This is also why the main Dolphin-Debugger window does not show up until you close the sound window. If someone find a fix to this I guess it could be convenient. There is another way to show the window, m_frame->Show() that is normally supposed to remove this kind of on-focus lock, but in a dll it seemingly breaks because it makes Dllmain call DLL_PROCESS_DETACH immediately after DLL_PROCESS_ATTACH so the window has to be killed or we crash. Also, otherwise unnecessarily I had to disable the new DSP HLE debug window in Release mode because I could not access the SConfig::GetInstance().m_LocalCoreStartupParameter.m_strDSPPlugin.c_str() string that I need to start it (if I tried it crashed). Very annoying and strange. I could not access m_strDSPPlugin or m_strVideoPlugin either, but all other values in m_LocalCoreStartupParameter seemed to work fine. I'll have to leave it to someone else to figure out why. TODO: Later I'll add function to the debugging buttons, currently only update have a function. I'll add some option to show a custom console window (that actually worked better that the wx window to show the current parameters status, it had less flicker on frequent updates). I'll also add some custom log file saving option. Also, the reason I placed Logging.cpp in its own dir is because I plan to add more files to it. There were problems with some build modes, win32 with debugging crashed on booting a game, I don't know if it's my fault. And I could not build Debug win64 because of some wx linking problem. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@722 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-09-29 05:19:23 +02:00
k=0;
j=0;
} // end of if (j>20)
Some changes to the debugger, added a DSP HLE debugging window. I moved the initialization of DLLdebugger from Core.cpp to the debugging window. (I hope this doesn't break the LLE debugger in any way, or does it have to be started right after LoadPlugin?). Also added a ShowOnStart saved setting to the debugger. And a MainWindow saved setting that set the position and size of the main window when it's started. I may have broken things in the debugger by allowing disabling of for example the Jit window. Please accept my apologies if that is the case. There's an annoying problem with the DSP HLE wx window that blocks some input and places it in a queue. For example if you have loaded the window and press X on the main window, that action is blocked an placed in some kind of queue and not executed until you have closed the debugging window. This is also why the main Dolphin-Debugger window does not show up until you close the sound window. If someone find a fix to this I guess it could be convenient. There is another way to show the window, m_frame->Show() that is normally supposed to remove this kind of on-focus lock, but in a dll it seemingly breaks because it makes Dllmain call DLL_PROCESS_DETACH immediately after DLL_PROCESS_ATTACH so the window has to be killed or we crash. Also, otherwise unnecessarily I had to disable the new DSP HLE debug window in Release mode because I could not access the SConfig::GetInstance().m_LocalCoreStartupParameter.m_strDSPPlugin.c_str() string that I need to start it (if I tried it crashed). Very annoying and strange. I could not access m_strDSPPlugin or m_strVideoPlugin either, but all other values in m_LocalCoreStartupParameter seemed to work fine. I'll have to leave it to someone else to figure out why. TODO: Later I'll add function to the debugging buttons, currently only update have a function. I'll add some option to show a custom console window (that actually worked better that the wx window to show the current parameters status, it had less flicker on frequent updates). I'll also add some custom log file saving option. Also, the reason I placed Logging.cpp in its own dir is because I plan to add more files to it. There were problems with some build modes, win32 with debugging crashed on booting a game, I don't know if it's my fault. And I could not build Debug win64 because of some wx linking problem. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@722 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-09-29 05:19:23 +02:00
} // end of function