diff options
| author | Pierre Bourdon <delroth@gmail.com> | 2016-06-24 10:43:46 +0200 |
|---|---|---|
| committer | Pierre Bourdon <delroth@gmail.com> | 2016-06-24 10:43:46 +0200 |
| commit | 3570c7f03a2aa90aa634f96c0af1969af610f14d (patch) | |
| tree | 4252e03c0e853ba7cffe022937698c854ad0eaa9 /Source/Core/VideoCommon/Debugger.cpp | |
| parent | 2115e8a4a6814e32107b5205ff5c95bbd3c6e99c (diff) | |
Reformat all the things. Have fun with merge conflicts.
Diffstat (limited to 'Source/Core/VideoCommon/Debugger.cpp')
| -rw-r--r-- | Source/Core/VideoCommon/Debugger.cpp | 171 |
1 files changed, 90 insertions, 81 deletions
diff --git a/Source/Core/VideoCommon/Debugger.cpp b/Source/Core/VideoCommon/Debugger.cpp index 039b38ba6e..86f3f99345 100644 --- a/Source/Core/VideoCommon/Debugger.cpp +++ b/Source/Core/VideoCommon/Debugger.cpp @@ -12,143 +12,152 @@ #include "VideoCommon/Debugger.h" #include "VideoCommon/VideoConfig.h" -GFXDebuggerBase *g_pdebugger = nullptr; -volatile bool GFXDebuggerPauseFlag = false; // if true, the GFX thread will be spin locked until it's false again -volatile PauseEvent GFXDebuggerToPauseAtNext = NOT_PAUSE; // Event which will trigger spin locking the GFX thread -volatile int GFXDebuggerEventToPauseCount = 0; // Number of events to wait for until GFX thread will be paused +GFXDebuggerBase* g_pdebugger = nullptr; +volatile bool GFXDebuggerPauseFlag = + false; // if true, the GFX thread will be spin locked until it's false again +volatile PauseEvent GFXDebuggerToPauseAtNext = + NOT_PAUSE; // Event which will trigger spin locking the GFX thread +volatile int GFXDebuggerEventToPauseCount = + 0; // Number of events to wait for until GFX thread will be paused void GFXDebuggerUpdateScreen() { - // TODO: Implement this in a backend-independent way -/* // update screen - if (D3D::bFrameInProgress) - { - D3D::dev->SetRenderTarget(0, D3D::GetBackBufferSurface()); - D3D::dev->SetDepthStencilSurface(nullptr); - - D3D::dev->StretchRect(FramebufferManager::GetEFBColorRTSurface(), nullptr, - D3D::GetBackBufferSurface(), nullptr, - D3DTEXF_LINEAR); - - D3D::dev->EndScene(); - D3D::dev->Present(nullptr, nullptr, nullptr, nullptr); - - D3D::dev->SetRenderTarget(0, FramebufferManager::GetEFBColorRTSurface()); - D3D::dev->SetDepthStencilSurface(FramebufferManager::GetEFBDepthRTSurface()); - D3D::dev->BeginScene(); - } - else - { - D3D::dev->EndScene(); - D3D::dev->Present(nullptr, nullptr, nullptr, nullptr); - D3D::dev->BeginScene(); - }*/ + // TODO: Implement this in a backend-independent way + /* // update screen + if (D3D::bFrameInProgress) + { + D3D::dev->SetRenderTarget(0, D3D::GetBackBufferSurface()); + D3D::dev->SetDepthStencilSurface(nullptr); + + D3D::dev->StretchRect(FramebufferManager::GetEFBColorRTSurface(), nullptr, + D3D::GetBackBufferSurface(), nullptr, + D3DTEXF_LINEAR); + + D3D::dev->EndScene(); + D3D::dev->Present(nullptr, nullptr, nullptr, nullptr); + + D3D::dev->SetRenderTarget(0, FramebufferManager::GetEFBColorRTSurface()); + D3D::dev->SetDepthStencilSurface(FramebufferManager::GetEFBDepthRTSurface()); + D3D::dev->BeginScene(); + } + else + { + D3D::dev->EndScene(); + D3D::dev->Present(nullptr, nullptr, nullptr, nullptr); + D3D::dev->BeginScene(); + }*/ } // GFX thread void GFXDebuggerCheckAndPause(bool update) { - if (GFXDebuggerPauseFlag) - { - g_pdebugger->OnPause(); - while ( GFXDebuggerPauseFlag ) - { - if (update) GFXDebuggerUpdateScreen(); - Common::SleepCurrentThread(5); - } - g_pdebugger->OnContinue(); - } + if (GFXDebuggerPauseFlag) + { + g_pdebugger->OnPause(); + while (GFXDebuggerPauseFlag) + { + if (update) + GFXDebuggerUpdateScreen(); + Common::SleepCurrentThread(5); + } + g_pdebugger->OnContinue(); + } } // GFX thread void GFXDebuggerToPause(bool update) { - GFXDebuggerToPauseAtNext = NOT_PAUSE; - GFXDebuggerPauseFlag = true; - GFXDebuggerCheckAndPause(update); + GFXDebuggerToPauseAtNext = NOT_PAUSE; + GFXDebuggerPauseFlag = true; + GFXDebuggerCheckAndPause(update); } void ContinueGFXDebugger() { - GFXDebuggerPauseFlag = false; + GFXDebuggerPauseFlag = false; } - void GFXDebuggerBase::DumpPixelShader(const std::string& path) { - const std::string filename = StringFromFormat("%sdump_ps.txt", path.c_str()); - - std::string output; - bool useDstAlpha = bpmem.dstalpha.enable && bpmem.blendmode.alphaupdate && bpmem.zcontrol.pixel_format == PEControl::RGBA6_Z24; - if (!useDstAlpha) - { - output = "Destination alpha disabled:\n"; -/// output += GeneratePixelShaderCode(DSTALPHA_NONE, g_ActiveConfig.backend_info.APIType, g_nativeVertexFmt->m_components); - } - else - { - if (g_ActiveConfig.backend_info.bSupportsDualSourceBlend) - { - output = "Using dual source blending for destination alpha:\n"; -/// output += GeneratePixelShaderCode(DSTALPHA_DUAL_SOURCE_BLEND, g_ActiveConfig.backend_info.APIType, g_nativeVertexFmt->m_components); - } - else - { - output = "Using two passes for emulating destination alpha:\n"; -/// output += GeneratePixelShaderCode(DSTALPHA_NONE, g_ActiveConfig.backend_info.APIType, g_nativeVertexFmt->m_components); - output += "\n\nDestination alpha pass shader:\n"; -/// output += GeneratePixelShaderCode(DSTALPHA_ALPHA_PASS, g_ActiveConfig.backend_info.APIType, g_nativeVertexFmt->m_components); - } - } - - File::CreateEmptyFile(filename); - File::WriteStringToFile(output, filename); + const std::string filename = StringFromFormat("%sdump_ps.txt", path.c_str()); + + std::string output; + bool useDstAlpha = bpmem.dstalpha.enable && bpmem.blendmode.alphaupdate && + bpmem.zcontrol.pixel_format == PEControl::RGBA6_Z24; + if (!useDstAlpha) + { + output = "Destination alpha disabled:\n"; + /// output += GeneratePixelShaderCode(DSTALPHA_NONE, g_ActiveConfig.backend_info.APIType, + ///g_nativeVertexFmt->m_components); + } + else + { + if (g_ActiveConfig.backend_info.bSupportsDualSourceBlend) + { + output = "Using dual source blending for destination alpha:\n"; + /// output += GeneratePixelShaderCode(DSTALPHA_DUAL_SOURCE_BLEND, + ///g_ActiveConfig.backend_info.APIType, g_nativeVertexFmt->m_components); + } + else + { + output = "Using two passes for emulating destination alpha:\n"; + /// output += GeneratePixelShaderCode(DSTALPHA_NONE, g_ActiveConfig.backend_info.APIType, + ///g_nativeVertexFmt->m_components); + output += "\n\nDestination alpha pass shader:\n"; + /// output += GeneratePixelShaderCode(DSTALPHA_ALPHA_PASS, + ///g_ActiveConfig.backend_info.APIType, g_nativeVertexFmt->m_components); + } + } + + File::CreateEmptyFile(filename); + File::WriteStringToFile(output, filename); } void GFXDebuggerBase::DumpVertexShader(const std::string& path) { - const std::string filename = StringFromFormat("%sdump_vs.txt", path.c_str()); + const std::string filename = StringFromFormat("%sdump_vs.txt", path.c_str()); - File::CreateEmptyFile(filename); -/// File::WriteStringToFile(GenerateVertexShaderCode(g_nativeVertexFmt->m_components, g_ActiveConfig.backend_info.APIType), filename); + File::CreateEmptyFile(filename); + /// File::WriteStringToFile(GenerateVertexShaderCode(g_nativeVertexFmt->m_components, + ///g_ActiveConfig.backend_info.APIType), filename); } void GFXDebuggerBase::DumpPixelShaderConstants(const std::string& path) { - // TODO + // TODO } void GFXDebuggerBase::DumpVertexShaderConstants(const std::string& path) { - // TODO + // TODO } void GFXDebuggerBase::DumpTextures(const std::string& path) { - // TODO + // TODO } void GFXDebuggerBase::DumpFrameBuffer(const std::string& path) { - // TODO + // TODO } void GFXDebuggerBase::DumpGeometry(const std::string& path) { - // TODO + // TODO } void GFXDebuggerBase::DumpVertexDecl(const std::string& path) { - // TODO + // TODO } void GFXDebuggerBase::DumpMatrices(const std::string& path) { - // TODO + // TODO } void GFXDebuggerBase::DumpStats(const std::string& path) { - // TODO + // TODO } |
