// Copyright 2013 Dolphin Emulator Project // Licensed under GPLv2 // Refer to the license.txt file included. #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include "Common/FileUtil.h" #include "Common/IniFile.h" #include "Core/ConfigManager.h" #include "Core/CoreParameter.h" #include "DolphinWX/WxUtils.h" #include "DolphinWX/Debugger/DebuggerPanel.h" #include "VideoCommon/Debugger.h" #include "VideoCommon/TextureCacheBase.h" class wxWindow; BEGIN_EVENT_TABLE(GFXDebuggerPanel, wxPanel) EVT_CLOSE(GFXDebuggerPanel::OnClose) EVT_BUTTON(ID_PAUSE,GFXDebuggerPanel::OnPauseButton) EVT_BUTTON(ID_PAUSE_AT_NEXT,GFXDebuggerPanel::OnPauseAtNextButton) EVT_BUTTON(ID_PAUSE_AT_NEXT_FRAME,GFXDebuggerPanel::OnPauseAtNextFrameButton) EVT_BUTTON(ID_CONT,GFXDebuggerPanel::OnContButton) EVT_BUTTON(ID_DUMP,GFXDebuggerPanel::OnDumpButton) EVT_BUTTON(ID_UPDATE_SCREEN,GFXDebuggerPanel::OnUpdateScreenButton) EVT_BUTTON(ID_CLEAR_SCREEN,GFXDebuggerPanel::OnClearScreenButton) EVT_BUTTON(ID_CLEAR_TEXTURE_CACHE,GFXDebuggerPanel::OnClearTextureCacheButton) EVT_BUTTON(ID_CLEAR_VERTEX_SHADER_CACHE,GFXDebuggerPanel::OnClearVertexShaderCacheButton) EVT_BUTTON(ID_CLEAR_PIXEL_SHADER_CACHE,GFXDebuggerPanel::OnClearPixelShaderCacheButton) END_EVENT_TABLE() GFXDebuggerPanel::GFXDebuggerPanel(wxWindow *parent, wxWindowID id, const wxPoint &position, const wxSize& size, long style, const wxString &title) : wxPanel(parent, id, position, size, style, title) { g_pdebugger = this; CreateGUIControls(); LoadSettings(); } GFXDebuggerPanel::~GFXDebuggerPanel() { g_pdebugger = nullptr; GFXDebuggerPauseFlag = false; } void GFXDebuggerPanel::OnClose(wxCloseEvent& event) { // save the window position when we hide the window SaveSettings(); event.Skip(); } void GFXDebuggerPanel::SaveSettings() const { IniFile file; file.Load(File::GetUserPath(F_DEBUGGERCONFIG_IDX)); // TODO: make this work when we close the entire program too, currently on total close we get // weird values, perhaps because of some conflict with the rendering window // TODO: get the screen resolution and make limits from that if (GetPosition().x < 1000 && GetPosition().y < 1000 && GetSize().GetWidth() < 1000 && GetSize().GetHeight() < 1000) { IniFile::Section* video_window = file.GetOrCreateSection("VideoWindow"); video_window->Set("x", GetPosition().x); video_window->Set("y", GetPosition().y); video_window->Set("w", GetSize().GetWidth()); video_window->Set("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; int y = 100; int w = 100; int h = 100; IniFile::Section* video_window = file.GetOrCreateSection("VideoWindow"); video_window->Get("x", &x, GetPosition().x); video_window->Get("y", &y, GetPosition().y); video_window->Get("w", &w, GetSize().GetWidth()); video_window->Get("h", &h, GetSize().GetHeight()); SetSize(x, y, w, h); } struct PauseEventMap { PauseEvent event; const wxString ListStr; }; static PauseEventMap* pauseEventMap; void GFXDebuggerPanel::CreateGUIControls() { 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); // Basic settings CenterOnParent(); 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")); m_pCount = new wxTextCtrl(this, ID_COUNT, "1", wxDefaultPosition, wxSize(50,25), wxTE_RIGHT, wxDefaultValidator, _("Count")); m_pPauseAtList = new wxChoice(this, ID_PAUSE_AT_LIST, wxDefaultPosition, wxSize(100,25), 0, nullptr,0,wxDefaultValidator, _("PauseAtList")); for (int i=0; iAppend(pauseEventMap[i].ListStr); } m_pPauseAtList->SetSelection(0); 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")); m_pDumpList = new wxChoice(this, ID_DUMP_LIST, wxDefaultPosition, wxSize(120,25), 0, nullptr, 0 ,wxDefaultValidator, _("DumpList")); 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")); m_pDumpList->SetSelection(0); // Layout everything on m_MainPanel wxBoxSizer *sMain = new wxBoxSizer(wxVERTICAL); 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); OnContinue(); } void GFXDebuggerPanel::OnPause() { m_pButtonDump->Enable(true); m_pDumpList->Enable(true); m_pButtonUpdateScreen->Enable(true); m_pButtonClearScreen->Enable(true); m_pButtonClearTextureCache->Enable(true); m_pButtonClearVertexShaderCache->Enable(true); m_pButtonClearPixelShaderCache->Enable(true); } void GFXDebuggerPanel::OnContinue() { m_pButtonDump->Enable(false); m_pDumpList->Enable(false); m_pButtonUpdateScreen->Enable(false); m_pButtonClearScreen->Enable(false); m_pButtonClearTextureCache->Enable(false); m_pButtonClearVertexShaderCache->Enable(false); m_pButtonClearPixelShaderCache->Enable(false); } // General settings void GFXDebuggerPanel::GeneralSettings(wxCommandEvent& event) { SaveSettings(); } void GFXDebuggerPanel::OnPauseButton(wxCommandEvent& event) { GFXDebuggerPauseFlag = true; } void GFXDebuggerPanel::OnPauseAtNextButton(wxCommandEvent& event) { GFXDebuggerPauseFlag = false; GFXDebuggerToPauseAtNext = pauseEventMap[m_pPauseAtList->GetSelection()].event; wxString val = m_pCount->GetValue(); long value; if (val.ToLong(&value)) GFXDebuggerEventToPauseCount = value; else GFXDebuggerEventToPauseCount = 1; } void GFXDebuggerPanel::OnPauseAtNextFrameButton(wxCommandEvent& event) { GFXDebuggerPauseFlag = false; GFXDebuggerToPauseAtNext = NEXT_FRAME; GFXDebuggerEventToPauseCount = 1; } void GFXDebuggerPanel::OnDumpButton(wxCommandEvent& event) { std::string dump_path = File::GetUserPath(D_DUMP_IDX) + "Debug/" + SConfig::GetInstance().m_LocalCoreStartupParameter.m_strUniqueID + "/"; if (!File::CreateFullPath(dump_path)) return; switch (m_pDumpList->GetSelection()) { case 0: // Pixel Shader DumpPixelShader(dump_path); break; case 1: // Vertex Shader DumpVertexShader(dump_path); break; case 2: // Pixel Shader Constants DumpPixelShaderConstants(dump_path); WxUtils::ShowErrorDialog(_("Not implemented")); break; case 3: // Vertex Shader Constants DumpVertexShaderConstants(dump_path); WxUtils::ShowErrorDialog(_("Not implemented")); break; case 4: // Textures DumpTextures(dump_path); WxUtils::ShowErrorDialog(_("Not implemented")); break; case 5: // Frame Buffer DumpFrameBuffer(dump_path); WxUtils::ShowErrorDialog(_("Not implemented")); break; case 6: // Geometry DumpGeometry(dump_path); WxUtils::ShowErrorDialog(_("Not implemented")); break; case 7: // Vertex Description DumpVertexDecl(dump_path); WxUtils::ShowErrorDialog(_("Not implemented")); break; case 8: // Vertex Matrices DumpMatrices(dump_path); WxUtils::ShowErrorDialog(_("Not implemented")); break; case 9: // Statistics DumpStats(dump_path); WxUtils::ShowErrorDialog(_("Not implemented")); break; } } void GFXDebuggerPanel::OnContButton(wxCommandEvent& event) { GFXDebuggerToPauseAtNext = NOT_PAUSE; GFXDebuggerPauseFlag = false; } void GFXDebuggerPanel::OnClearScreenButton(wxCommandEvent& event) { // TODO WxUtils::ShowErrorDialog(_("Not implemented")); } void GFXDebuggerPanel::OnClearTextureCacheButton(wxCommandEvent& event) { TextureCache::Invalidate(); } void GFXDebuggerPanel::OnClearVertexShaderCacheButton(wxCommandEvent& event) { // TODO WxUtils::ShowErrorDialog(_("Not implemented")); } void GFXDebuggerPanel::OnClearPixelShaderCacheButton(wxCommandEvent& event) { // TODO WxUtils::ShowErrorDialog(_("Not implemented")); } void GFXDebuggerPanel::OnUpdateScreenButton(wxCommandEvent& event) { WxUtils::ShowErrorDialog(_("Not implemented")); GFXDebuggerUpdateScreen(); }