dolphin/Source/Plugins/Plugin_VideoDX9/Src/Debugger/Debugger.cpp
Rodolfo Osvaldo Bogado 3bdf7d3711 this is a ugly unstable commit but i'm going to be out for work some days so ...
implemented donko's xfb in D3D:
the bad things:
*is solower in some cases, slower as opengl
*it do not work in dual core mode, it seems direct3d has serious synchronization problems, to the other devs please if you can take a look and help me :)
*real xfb still not working i have to give it more time to make it work.
the good:
*games that uses multiples xfbs will work now using the virtual XFB.
*implemented a more hardware like approach to scaling, now to calculate the pixel scaling i use the xfb size not the efb so the screen pixels relation is more correct now.
*simplified a little donko's virtual xfb to make it less memory consuming as xfb textures are the exact size of the scaled xfb and not full target width.
* when it works even real xfb will let us use super sampling.
I repeat this commit is totally unstable and in dual core mode it will for sure hang the emulator or at best give totally incorrect results.
Other devs please help as thread sync is not one of my strong points :)
i'll keep waiting for the comments an the -1 :)


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5195 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-03-14 18:57:50 +00:00

408 lines
14 KiB
C++

// Copyright (C) 2003 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#include "IniFile.h"
#include "Debugger.h"
#include "FileUtil.h"
#include "VideoConfig.h"
#include "../Globals.h"
#include "../D3DBase.h"
#include "../FramebufferManager.h"
#include "../TextureCache.h"
#include "../VertexShaderCache.h"
#include "../PixelShaderCache.h"
extern int g_Preset;
BEGIN_EVENT_TABLE(GFXDebuggerDX9,wxDialog)
EVT_CLOSE(GFXDebuggerDX9::OnClose)
EVT_CHECKBOX(ID_SAVETOFILE,GFXDebuggerDX9::GeneralSettings)
EVT_CHECKBOX(ID_INFOLOG,GFXDebuggerDX9::GeneralSettings)
EVT_CHECKBOX(ID_PRIMLOG,GFXDebuggerDX9::GeneralSettings)
EVT_CHECKBOX(ID_SAVETEXTURES,GFXDebuggerDX9::GeneralSettings)
EVT_CHECKBOX(ID_SAVETARGETS,GFXDebuggerDX9::GeneralSettings)
EVT_CHECKBOX(ID_SAVESHADERS,GFXDebuggerDX9::GeneralSettings)
EVT_BUTTON(ID_PAUSE,GFXDebuggerDX9::OnPauseButton)
EVT_BUTTON(ID_PAUSE_AT_NEXT,GFXDebuggerDX9::OnPauseAtNextButton)
EVT_BUTTON(ID_PAUSE_AT_NEXT_FRAME,GFXDebuggerDX9::OnPauseAtNextFrameButton)
EVT_BUTTON(ID_GO,GFXDebuggerDX9::OnGoButton)
EVT_BUTTON(ID_DUMP,GFXDebuggerDX9::OnDumpButton)
EVT_BUTTON(ID_UPDATE_SCREEN,GFXDebuggerDX9::OnUpdateScreenButton)
EVT_BUTTON(ID_CLEAR_SCREEN,GFXDebuggerDX9::OnClearScreenButton)
EVT_BUTTON(ID_CLEAR_TEXTURE_CACHE,GFXDebuggerDX9::OnClearTextureCacheButton)
EVT_BUTTON(ID_CLEAR_VERTEX_SHADER_CACHE,GFXDebuggerDX9::OnClearVertexShaderCacheButton)
EVT_BUTTON(ID_CLEAR_PIXEL_SHADER_CACHE,GFXDebuggerDX9::OnClearPixelShaderCacheButton)
END_EVENT_TABLE()
GFXDebuggerDX9::GFXDebuggerDX9(wxWindow *parent, wxWindowID id, const wxString &title,
const wxPoint &position, const wxSize& size, long style)
: wxDialog(parent, id, title, position, size, style)
{
CreateGUIControls();
LoadSettings();
}
GFXDebuggerDX9::~GFXDebuggerDX9()
{
SaveSettings();
}
void GFXDebuggerDX9::OnClose(wxCloseEvent& event)
{
// save the window position when we hide the window
SaveSettings();
event.Skip(); // This means wxDialog's Destroy is used
}
void GFXDebuggerDX9::SaveSettings() const
{
IniFile file;
file.Load(File::GetUserPath(F_DEBUGGERCONFIG_IDX));
// TODO: make this work when we close the entire program too, currently on total close we get
// weird values, perhaps because of some conflict with the rendering window
// TODO: get the screen resolution and make limits from that
if (GetPosition().x < 1000 && GetPosition().y < 1000
&& GetSize().GetWidth() < 1000
&& GetSize().GetHeight() < 1000)
{
file.Set("VideoWindow", "x", GetPosition().x);
file.Set("VideoWindow", "y", GetPosition().y);
file.Set("VideoWindow", "w", GetSize().GetWidth());
file.Set("VideoWindow", "h", GetSize().GetHeight());
}
file.Set("VideoWindow", "WriteToFile", m_Check[0]->IsChecked());
//g_Config.iLog = bInfoLog ? CONF_LOG : 0;
//g_Config.iLog |= bPrimLog ? CONF_PRIMLOG : 0;
//g_Config.iLog |= bSaveTextures ? CONF_SAVETEXTURES : 0;
//g_Config.iLog |= bSaveTargets ? CONF_SAVETARGETS : 0;
//g_Config.iLog |= bSaveShaders ? CONF_SAVESHADERS : 0;
//file.Set("VideoWindow", "ConfBits", g_Config.iLog);
file.Save(File::GetUserPath(F_DEBUGGERCONFIG_IDX));
}
void GFXDebuggerDX9::LoadSettings()
{
IniFile file;
file.Load(File::GetUserPath(F_DEBUGGERCONFIG_IDX));
int x = 100, y = 100, w = 100, h = 100;
file.Get("VideoWindow", "x", &x, GetPosition().x);
file.Get("VideoWindow", "y", &y, GetPosition().y);
file.Get("VideoWindow", "w", &w, GetSize().GetWidth());
file.Get("VideoWindow", "h", &h, GetSize().GetHeight());
SetSize(x, y, w, h);
//file.Get("VideoWindow", "ConfBits", &g_Config.iLog, 0);
//bInfoLog = (g_Config.iLog & CONF_LOG) ? true : false;
//bPrimLog = (g_Config.iLog & CONF_PRIMLOG) ? true : false;
//bSaveTextures = (g_Config.iLog & CONF_SAVETEXTURES) ? true : false;
//bSaveTargets = (g_Config.iLog & CONF_SAVETARGETS) ? true : false;
//bSaveShaders = (g_Config.iLog & CONF_SAVESHADERS) ? true : false;
//m_Check[1]->SetValue(bInfoLog);
//m_Check[2]->SetValue(bPrimLog);
//m_Check[3]->SetValue(bSaveTextures);
//m_Check[4]->SetValue(bSaveTargets);
//m_Check[5]->SetValue(bSaveShaders);
}
struct PauseEventMap
{
PauseEvent event;
const wxString ListStr;
};
static PauseEventMap pauseEventMap[] = {
{NEXT_FRAME, wxT("Frame")},
{NEXT_FLUSH, wxT("Flush")},
{NEXT_PIXEL_SHADER_CHANGE, wxT("Pixel Shader")},
{NEXT_VERTEX_SHADER_CHANGE, wxT("Vertex Shader")},
{NEXT_TEXTURE_CHANGE, wxT("Texture")},
{NEXT_NEW_TEXTURE, wxT("New Texture")},
{NEXT_XFB_CMD, wxT("XFB Cmd")},
{NEXT_EFB_CMD, wxT("EFB Cmd")},
{NEXT_MATRIX_CMD, wxT("Matrix Cmd")},
{NEXT_VERTEX_CMD, wxT("Vertex Cmd")},
{NEXT_TEXTURE_CMD, wxT("Texture Cmd")},
{NEXT_LIGHT_CMD, wxT("Light Cmd")},
{NEXT_FOG_CMD, wxT("Fog Cmd")},
{NEXT_SET_TLUT, wxT("TLUT Cmd")},
{NEXT_ERROR, wxT("Error")}
};
static const int numPauseEventMap = sizeof(pauseEventMap)/sizeof(PauseEventMap);
static GFXDebuggerDX9 *g_pdebugger = NULL;
void GFXDebuggerDX9::CreateGUIControls()
{
g_pdebugger = this;
// Basic settings
SetIcon(wxNullIcon);
CenterOnParent();
// MainPanel
m_MainPanel = new wxPanel(this, ID_MAINPANEL, wxDefaultPosition, wxDefaultSize);
// Options
wxStaticBoxSizer *sOptions = new wxStaticBoxSizer(wxVERTICAL, m_MainPanel, wxT("Options"));
m_Check[0] = new wxCheckBox(m_MainPanel, ID_SAVETOFILE, wxT("Save to file"), wxDefaultPosition, wxDefaultSize, 0, wxDefaultValidator);
m_Check[1] = new wxCheckBox(m_MainPanel, ID_INFOLOG, wxT("Info log"), wxDefaultPosition, wxDefaultSize, 0, wxDefaultValidator);
m_Check[2] = new wxCheckBox(m_MainPanel, ID_PRIMLOG, wxT("Primary log"), wxDefaultPosition, wxDefaultSize, 0, wxDefaultValidator);
m_Check[3] = new wxCheckBox(m_MainPanel, ID_SAVETEXTURES, wxT("Save Textures"), wxDefaultPosition, wxDefaultSize, 0, wxDefaultValidator);
m_Check[4] = new wxCheckBox(m_MainPanel, ID_SAVETARGETS, wxT("Save Targets"), wxDefaultPosition, wxDefaultSize, 0, wxDefaultValidator);
m_Check[5] = new wxCheckBox(m_MainPanel, ID_SAVESHADERS, wxT("Save Shaders"), wxDefaultPosition, wxDefaultSize, 0, wxDefaultValidator);
m_pButtonPause = new wxButton(m_MainPanel, ID_PAUSE, wxT("Pause"), wxDefaultPosition, wxDefaultSize, 0, wxDefaultValidator, wxT("Pause"));
m_pButtonPauseAtNext = new wxButton(m_MainPanel, ID_PAUSE_AT_NEXT, wxT("Pause At Next"), wxDefaultPosition, wxDefaultSize, 0, wxDefaultValidator, wxT("Pause At Next"));
m_pButtonPauseAtNextFrame = new wxButton(m_MainPanel, ID_PAUSE_AT_NEXT_FRAME, wxT("Next Frame"), wxDefaultPosition, wxDefaultSize, 0, wxDefaultValidator, wxT("Next Frame"));
m_pButtonGo = new wxButton(m_MainPanel, ID_GO, wxT("Go"), wxDefaultPosition, wxDefaultSize, 0, wxDefaultValidator, wxT("Go"));
m_pPauseAtList = new wxChoice(m_MainPanel, ID_PAUSE_AT_LIST, wxDefaultPosition, wxSize(100,25), 0, NULL,0,wxDefaultValidator, wxT("PauseAtList"));
for (int i=0; i<numPauseEventMap; i++)
{
m_pPauseAtList->Append(pauseEventMap[i].ListStr);
}
m_pPauseAtList->SetSelection(0);
m_pButtonDump = new wxButton(m_MainPanel, ID_DUMP, wxT("Dump"), wxDefaultPosition, wxDefaultSize, 0, wxDefaultValidator, wxT("Dump"));
m_pButtonUpdateScreen = new wxButton(m_MainPanel, ID_UPDATE_SCREEN, wxT("Update Screen"), wxDefaultPosition, wxDefaultSize, 0, wxDefaultValidator, wxT("Update Screen"));
m_pButtonClearScreen = new wxButton(m_MainPanel, ID_CLEAR_SCREEN, wxT("Clear Screen"), wxDefaultPosition, wxDefaultSize, 0, wxDefaultValidator, wxT("Clear Screen"));
m_pButtonClearTextureCache = new wxButton(m_MainPanel, ID_CLEAR_TEXTURE_CACHE, wxT("Clear Textures"), wxDefaultPosition, wxDefaultSize, 0, wxDefaultValidator, wxT("Clear Textures"));
m_pButtonClearVertexShaderCache = new wxButton(m_MainPanel, ID_CLEAR_VERTEX_SHADER_CACHE, wxT("Clear V Shaders"), wxDefaultPosition, wxDefaultSize, 0, wxDefaultValidator, wxT("Clear V Shaders"));
m_pButtonClearPixelShaderCache = new wxButton(m_MainPanel, ID_CLEAR_PIXEL_SHADER_CACHE, wxT("Clear P Shaders"), wxDefaultPosition, wxDefaultSize, 0, wxDefaultValidator, wxT("Clear P Shaders"));
m_pCount = new wxTextCtrl(m_MainPanel, ID_COUNT, wxT("1"), wxDefaultPosition, wxSize(50,25), 0, wxDefaultValidator, wxT("Count"));
m_pDumpList = new wxChoice(m_MainPanel, ID_DUMP_LIST, wxDefaultPosition, wxSize(120,25), 0, NULL,0,wxDefaultValidator, wxT("DumpList"));
m_pDumpList->Insert(wxT("Pixel Shader"),0);
m_pDumpList->Append(wxT("Vertex Shader"));
m_pDumpList->Append(wxT("Pixel Shader Constants"));
m_pDumpList->Append(wxT("Vertex Shader Constants"));
m_pDumpList->Append(wxT("Texture 0"));
m_pDumpList->Append(wxT("Texture 1"));
m_pDumpList->Append(wxT("Texture 2"));
m_pDumpList->Append(wxT("Texture 3"));
m_pDumpList->Append(wxT("Texture 4"));
m_pDumpList->Append(wxT("Texture 5"));
m_pDumpList->Append(wxT("Texture 6"));
m_pDumpList->Append(wxT("Texture 8"));
m_pDumpList->Append(wxT("Frame Buffer"));
m_pDumpList->Append(wxT("Vertices"));
m_pDumpList->Append(wxT("Vertex Description"));
m_pDumpList->Append(wxT("Vertex Matrices"));
m_pDumpList->Append(wxT("Statistics"));
m_pDumpList->SetSelection(0);
for (int i = 0; i < NUM_OPTIONS-ID_SAVETOFILE; ++i)
sOptions->Add(m_Check[i], 0, 0, 5);
// Layout everything on m_MainPanel
wxBoxSizer *sMain = new wxBoxSizer(wxVERTICAL);
sMain->Add(sOptions);
sMain->Add(m_pButtonPause, 0, 0, 5);
sMain->Add(m_pButtonPauseAtNext, 0, 0, 5);
sMain->Add(m_pCount,0,0,5);
sMain->Add(m_pPauseAtList, 0, 0, 5);
sMain->Add(m_pButtonDump, 0, 0, 5);
sMain->Add(m_pDumpList, 0, 0, 5);
sMain->Add(m_pButtonUpdateScreen, 0, 0, 5);
sMain->Add(m_pButtonClearScreen, 0, 0, 5);
sMain->Add(m_pButtonClearTextureCache, 0, 0, 5);
sMain->Add(m_pButtonClearVertexShaderCache, 0, 0, 5);
sMain->Add(m_pButtonClearPixelShaderCache, 0, 0, 5);
sMain->Add(m_pButtonPauseAtNextFrame, 0, 0, 5);
sMain->Add(m_pButtonGo, 0, 0, 5);
m_MainPanel->SetSizerAndFit(sMain);
Fit();
EnableButtons(false);
}
void GFXDebuggerDX9::EnableButtons(bool enable)
{
m_pButtonDump->Enable(enable);
m_pButtonUpdateScreen->Enable(enable);
m_pButtonClearScreen->Enable(enable);
m_pButtonClearTextureCache->Enable(enable);
m_pButtonClearVertexShaderCache->Enable(enable);
m_pButtonClearPixelShaderCache->Enable(enable);
}
// General settings
void GFXDebuggerDX9::GeneralSettings(wxCommandEvent& event)
{
switch (event.GetId())
{
case ID_INFOLOG:
bInfoLog = event.IsChecked();
break;
case ID_PRIMLOG:
bPrimLog = event.IsChecked();
break;
case ID_SAVETEXTURES:
bSaveTextures = event.IsChecked();
break;
case ID_SAVETARGETS:
bSaveTargets = event.IsChecked();
break;
case ID_SAVESHADERS:
bSaveShaders = event.IsChecked();
break;
}
SaveSettings();
}
volatile bool DX9DebuggerPauseFlag = false;
volatile PauseEvent DX9DebuggerToPauseAtNext = NOT_PAUSE;
volatile int DX9DebuggerEventToPauseCount = 0;
void GFXDebuggerDX9::OnPauseButton(wxCommandEvent& event)
{
DX9DebuggerPauseFlag = true;
}
void GFXDebuggerDX9::OnPauseAtNextButton(wxCommandEvent& event)
{
DX9DebuggerPauseFlag = false;
DX9DebuggerToPauseAtNext = pauseEventMap[m_pPauseAtList->GetSelection()].event;
wxString val = m_pCount->GetValue();
long value;
if (val.ToLong(&value) )
DX9DebuggerEventToPauseCount = value;
else
DX9DebuggerEventToPauseCount = 1;
}
void GFXDebuggerDX9::OnPauseAtNextFrameButton(wxCommandEvent& event)
{
DX9DebuggerPauseFlag = false;
DX9DebuggerToPauseAtNext = NEXT_FRAME;
DX9DebuggerEventToPauseCount = 1;
}
void GFXDebuggerDX9::OnDumpButton(wxCommandEvent& event)
{
}
void GFXDebuggerDX9::OnGoButton(wxCommandEvent& event)
{
DX9DebuggerToPauseAtNext = NOT_PAUSE;
DX9DebuggerPauseFlag = false;
}
void GFXDebuggerDX9::OnClearScreenButton(wxCommandEvent& event)
{
}
void GFXDebuggerDX9::OnClearTextureCacheButton(wxCommandEvent& event)
{
TextureCache::Invalidate(false);
}
void GFXDebuggerDX9::OnClearVertexShaderCacheButton(wxCommandEvent& event)
{
VertexShaderCache::Clear();
}
void GFXDebuggerDX9::OnClearPixelShaderCacheButton(wxCommandEvent& event)
{
PixelShaderCache::Clear();
}
void UpdateFPSDisplay(const char *text);
extern bool D3D::bFrameInProgress;
static void DX9DebuggerUpdateScreen()
{
//update screen
if (D3D::bFrameInProgress)
{
D3D::dev->SetRenderTarget(0, D3D::GetBackBufferSurface());
D3D::dev->SetDepthStencilSurface(NULL);
D3D::dev->StretchRect(FBManager.GetEFBColorRTSurface(), NULL,
D3D::GetBackBufferSurface(), NULL,
D3DTEXF_LINEAR);
D3D::dev->EndScene();
D3D::dev->Present(NULL, NULL, NULL, NULL);
D3D::dev->SetRenderTarget(0, FBManager.GetEFBColorRTSurface());
D3D::dev->SetDepthStencilSurface(FBManager.GetEFBDepthRTSurface());
D3D::dev->BeginScene();
}
else
{
D3D::dev->EndScene();
D3D::dev->Present(NULL, NULL, NULL, NULL);
D3D::dev->BeginScene();
}
}
void DX9DebuggerCheckAndPause(bool update)
{
if (DX9DebuggerPauseFlag)
{
g_pdebugger->EnableButtons(true);
while( DX9DebuggerPauseFlag )
{
UpdateFPSDisplay("Paused by Video Debugger");
if (update) DX9DebuggerUpdateScreen();
Sleep(5);
}
g_pdebugger->EnableButtons(false);
}
}
void DX9DebuggerToPause(bool update)
{
DX9DebuggerToPauseAtNext = NOT_PAUSE;
DX9DebuggerPauseFlag = true;
DX9DebuggerCheckAndPause(update);
}
void ContinueDX9Debugger()
{
DX9DebuggerPauseFlag = false;
}
void GFXDebuggerDX9::OnUpdateScreenButton(wxCommandEvent& event)
{
DX9DebuggerUpdateScreen();
}