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-rw-r--r--Source/Core/VideoCommon/Debugger.cpp156
1 files changed, 156 insertions, 0 deletions
diff --git a/Source/Core/VideoCommon/Debugger.cpp b/Source/Core/VideoCommon/Debugger.cpp
new file mode 100644
index 0000000000..0c88be57f5
--- /dev/null
+++ b/Source/Core/VideoCommon/Debugger.cpp
@@ -0,0 +1,156 @@
+// Copyright 2010 Dolphin Emulator Project
+// Licensed under GPLv2+
+// Refer to the license.txt file included.
+
+#include <string>
+
+#include "Common/FileUtil.h"
+#include "Common/IniFile.h"
+
+#include "VideoCommon/Debugger.h"
+#include "VideoCommon/NativeVertexFormat.h"
+#include "VideoCommon/PixelShaderGen.h"
+#include "VideoCommon/TextureCacheBase.h"
+#include "VideoCommon/VertexShaderGen.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
+
+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();
+ }*/
+}
+
+// GFX thread
+void GFXDebuggerCheckAndPause(bool update)
+{
+ if (GFXDebuggerPauseFlag)
+ {
+ g_pdebugger->OnPause();
+ while ( GFXDebuggerPauseFlag )
+ {
+ if (update) GFXDebuggerUpdateScreen();
+ SLEEP(5);
+ }
+ g_pdebugger->OnContinue();
+ }
+}
+
+// GFX thread
+void GFXDebuggerToPause(bool update)
+{
+ GFXDebuggerToPauseAtNext = NOT_PAUSE;
+ GFXDebuggerPauseFlag = true;
+ GFXDebuggerCheckAndPause(update);
+}
+
+void ContinueGFXDebugger()
+{
+ 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 = !g_ActiveConfig.bDstAlphaPass && 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());
+
+ File::CreateEmptyFile(filename);
+/// File::WriteStringToFile(GenerateVertexShaderCode(g_nativeVertexFmt->m_components, g_ActiveConfig.backend_info.APIType), filename);
+}
+
+void GFXDebuggerBase::DumpPixelShaderConstants(const std::string& path)
+{
+ // TODO
+}
+
+void GFXDebuggerBase::DumpVertexShaderConstants(const std::string& path)
+{
+ // TODO
+}
+
+void GFXDebuggerBase::DumpTextures(const std::string& path)
+{
+ // TODO
+}
+
+void GFXDebuggerBase::DumpFrameBuffer(const std::string& path)
+{
+ // TODO
+}
+
+void GFXDebuggerBase::DumpGeometry(const std::string& path)
+{
+ // TODO
+}
+
+void GFXDebuggerBase::DumpVertexDecl(const std::string& path)
+{
+ // TODO
+}
+
+void GFXDebuggerBase::DumpMatrices(const std::string& path)
+{
+ // TODO
+}
+
+void GFXDebuggerBase::DumpStats(const std::string& path)
+{
+ // TODO
+}