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authorPierre Bourdon <delroth@gmail.com>2016-06-24 10:43:46 +0200
committerPierre Bourdon <delroth@gmail.com>2016-06-24 10:43:46 +0200
commit3570c7f03a2aa90aa634f96c0af1969af610f14d (patch)
tree4252e03c0e853ba7cffe022937698c854ad0eaa9 /Source/Core/VideoCommon/Debugger.cpp
parent2115e8a4a6814e32107b5205ff5c95bbd3c6e99c (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.cpp171
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
}