forked from dolphin-emu/dolphin
		
	wxChoice controls don't display any titles. By the way, why is the file called DebuggerPanel.cpp even though it implements the Video debug panel specifically?
		
			
				
	
	
		
			325 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			325 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
// Copyright 2010 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#include <cstddef>
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#include <string>
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#include <wx/button.h>
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#include <wx/choice.h>
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#include <wx/msgdlg.h>
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#include <wx/panel.h>
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#include <wx/sizer.h>
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#include <wx/textctrl.h>
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#include "Common/CommonFuncs.h"
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#include "Common/FileUtil.h"
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#include "Common/IniFile.h"
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#include "Core/ConfigManager.h"
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#include "DolphinWX/Debugger/DebuggerPanel.h"
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#include "DolphinWX/WxUtils.h"
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#include "VideoCommon/Debugger.h"
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#include "VideoCommon/TextureCacheBase.h"
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GFXDebuggerPanel::GFXDebuggerPanel(wxWindow* parent, wxWindowID id, const wxPoint& position,
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                                   const wxSize& size, long style, const wxString& title)
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    : wxPanel(parent, id, position, size, style, title)
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{
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  g_pdebugger = this;
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  CreateGUIControls();
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}
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GFXDebuggerPanel::~GFXDebuggerPanel()
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{
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  g_pdebugger = nullptr;
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  GFXDebuggerPauseFlag = false;
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}
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struct PauseEventMap
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{
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  PauseEvent event;
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  const wxString ListStr;
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};
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static PauseEventMap* pauseEventMap;
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void GFXDebuggerPanel::CreateGUIControls()
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{
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  static PauseEventMap map[] = {{NEXT_FRAME, _("Frame")},
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                                {NEXT_FLUSH, _("Flush")},
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                                {NEXT_PIXEL_SHADER_CHANGE, _("Pixel Shader")},
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                                {NEXT_VERTEX_SHADER_CHANGE, _("Vertex Shader")},
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                                {NEXT_TEXTURE_CHANGE, _("Texture")},
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                                {NEXT_NEW_TEXTURE, _("New Texture")},
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                                {NEXT_XFB_CMD, _("XFB Cmd")},
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                                {NEXT_EFB_CMD, _("EFB Cmd")},
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                                {NEXT_MATRIX_CMD, _("Matrix Cmd")},
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                                {NEXT_VERTEX_CMD, _("Vertex Cmd")},
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                                {NEXT_TEXTURE_CMD, _("Texture Cmd")},
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                                {NEXT_LIGHT_CMD, _("Light Cmd")},
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                                {NEXT_FOG_CMD, _("Fog Cmd")},
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                                {NEXT_SET_TLUT, _("TLUT Cmd")},
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                                {NEXT_ERROR, _("Error")}};
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  pauseEventMap = map;
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  static constexpr int numPauseEventMap = ArraySize(map);
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  const int space3 = FromDIP(3);
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  m_pButtonPause = new wxButton(this, wxID_ANY, _("Pause"), wxDefaultPosition, wxDefaultSize, 0,
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                                wxDefaultValidator, _("Pause"));
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  m_pButtonPause->Bind(wxEVT_BUTTON, &GFXDebuggerPanel::OnPauseButton, this);
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  m_pButtonPauseAtNext = new wxButton(this, wxID_ANY, _("Pause After"), wxDefaultPosition,
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                                      wxDefaultSize, 0, wxDefaultValidator, _("Pause At Next"));
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  m_pButtonPauseAtNext->Bind(wxEVT_BUTTON, &GFXDebuggerPanel::OnPauseAtNextButton, this);
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  m_pButtonPauseAtNextFrame = new wxButton(this, wxID_ANY, _("Go to Next Frame"), wxDefaultPosition,
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                                           wxDefaultSize, 0, wxDefaultValidator, _("Next Frame"));
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  m_pButtonPauseAtNextFrame->Bind(wxEVT_BUTTON, &GFXDebuggerPanel::OnPauseAtNextFrameButton, this);
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  m_pButtonCont = new wxButton(this, wxID_ANY, _("Continue"), wxDefaultPosition, wxDefaultSize, 0,
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                               wxDefaultValidator, _("Continue"));
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  m_pButtonCont->Bind(wxEVT_BUTTON, &GFXDebuggerPanel::OnContButton, this);
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  m_pCount = new wxTextCtrl(this, wxID_ANY, "1", wxDefaultPosition, wxDefaultSize, wxTE_RIGHT,
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                            wxDefaultValidator, _("Count"));
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  m_pCount->SetMinSize(WxUtils::GetTextWidgetMinSize(m_pCount, 10000));
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  m_pPauseAtList = new wxChoice(this, wxID_ANY);
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  for (int i = 0; i < numPauseEventMap; i++)
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  {
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    m_pPauseAtList->Append(pauseEventMap[i].ListStr);
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  }
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  m_pPauseAtList->SetSelection(0);
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  m_pButtonDump = new wxButton(this, wxID_ANY, _("Dump"), wxDefaultPosition, wxDefaultSize, 0,
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                               wxDefaultValidator, _("Dump"));
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  m_pButtonDump->Bind(wxEVT_BUTTON, &GFXDebuggerPanel::OnDumpButton, this);
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  m_pButtonUpdateScreen = new wxButton(this, wxID_ANY, _("Update Screen"), wxDefaultPosition,
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                                       wxDefaultSize, 0, wxDefaultValidator, _("Update Screen"));
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  m_pButtonUpdateScreen->Bind(wxEVT_BUTTON, &GFXDebuggerPanel::OnUpdateScreenButton, this);
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  m_pButtonClearScreen = new wxButton(this, wxID_ANY, _("Clear Screen"), wxDefaultPosition,
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                                      wxDefaultSize, 0, wxDefaultValidator, _("Clear Screen"));
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  m_pButtonClearScreen->Bind(wxEVT_BUTTON, &GFXDebuggerPanel::OnClearScreenButton, this);
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  m_pButtonClearTextureCache =
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      new wxButton(this, wxID_ANY, _("Clear Textures"), wxDefaultPosition, wxDefaultSize, 0,
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                   wxDefaultValidator, _("Clear Textures"));
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  m_pButtonClearTextureCache->Bind(wxEVT_BUTTON, &GFXDebuggerPanel::OnClearTextureCacheButton,
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                                   this);
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  const wxString clear_vertex_shaders = _("Clear Vertex Shaders");
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  m_pButtonClearVertexShaderCache =
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      new wxButton(this, wxID_ANY, clear_vertex_shaders, wxDefaultPosition, wxDefaultSize, 0,
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                   wxDefaultValidator, clear_vertex_shaders);
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  m_pButtonClearVertexShaderCache->Bind(wxEVT_BUTTON,
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                                        &GFXDebuggerPanel::OnClearVertexShaderCacheButton, this);
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  const wxString clear_pixel_shaders = _("Clear Pixel Shaders");
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  m_pButtonClearPixelShaderCache =
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      new wxButton(this, wxID_ANY, clear_pixel_shaders, wxDefaultPosition, wxDefaultSize, 0,
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                   wxDefaultValidator, clear_pixel_shaders);
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  m_pButtonClearPixelShaderCache->Bind(wxEVT_BUTTON,
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                                       &GFXDebuggerPanel::OnClearPixelShaderCacheButton, this);
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  m_pDumpList = new wxChoice(this, wxID_ANY);
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  m_pDumpList->Insert(_("Pixel Shader"), 0);
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  m_pDumpList->Append(_("Vertex Shader"));
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  m_pDumpList->Append(_("Pixel Shader Constants"));
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  m_pDumpList->Append(_("Vertex Shader Constants"));
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  m_pDumpList->Append(_("Textures"));
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  m_pDumpList->Append(_("Frame Buffer"));
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  m_pDumpList->Append(_("Geometry data"));
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  m_pDumpList->Append(_("Vertex Description"));
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  m_pDumpList->Append(_("Vertex Matrices"));
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  m_pDumpList->Append(_("Statistics"));
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  m_pDumpList->SetSelection(0);
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  wxBoxSizer* sMain = new wxBoxSizer(wxVERTICAL);
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  wxBoxSizer* const pPauseAtNextSzr = new wxBoxSizer(wxHORIZONTAL);
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  pPauseAtNextSzr->Add(m_pCount, 0, wxALIGN_CENTER_VERTICAL);
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  pPauseAtNextSzr->Add(m_pPauseAtList, 0, wxALIGN_CENTER_VERTICAL | wxLEFT, space3);
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  wxFlexGridSizer* const flow_szr = new wxFlexGridSizer(2, space3, space3);
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  flow_szr->Add(m_pButtonPause, 0, wxEXPAND);
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  flow_szr->AddSpacer(1);
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  flow_szr->Add(m_pButtonPauseAtNext, 0, wxEXPAND);
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  flow_szr->Add(pPauseAtNextSzr, 0, wxEXPAND);
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  flow_szr->Add(m_pButtonPauseAtNextFrame, 0, wxEXPAND);
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  flow_szr->AddSpacer(1);
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  flow_szr->Add(m_pButtonCont, 0, wxEXPAND);
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  flow_szr->AddSpacer(1);
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  wxStaticBoxSizer* const pFlowCtrlBox = new wxStaticBoxSizer(wxVERTICAL, this, _("Flow Control"));
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  pFlowCtrlBox->Add(flow_szr, 1, wxEXPAND);
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  wxBoxSizer* const pDumpSzr = new wxBoxSizer(wxHORIZONTAL);
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  pDumpSzr->Add(m_pButtonDump, 0, wxALIGN_CENTER_VERTICAL);
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  pDumpSzr->Add(m_pDumpList, 0, wxALIGN_CENTER_VERTICAL | wxLEFT, space3);
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  wxGridSizer* const pDbgGrid = new wxGridSizer(2, space3, space3);
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  pDbgGrid->Add(m_pButtonUpdateScreen, 0, wxEXPAND);
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  pDbgGrid->Add(m_pButtonClearScreen, 0, wxEXPAND);
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  pDbgGrid->Add(m_pButtonClearTextureCache, 0, wxEXPAND);
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  pDbgGrid->Add(m_pButtonClearVertexShaderCache, 0, wxEXPAND);
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  pDbgGrid->Add(m_pButtonClearPixelShaderCache, 0, wxEXPAND);
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  wxStaticBoxSizer* const pDebugBox = new wxStaticBoxSizer(wxVERTICAL, this, _("Debugging"));
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  pDebugBox->Add(pDumpSzr, 0, wxEXPAND);
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  pDebugBox->Add(pDbgGrid, 1, wxTOP, space3);
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  sMain->Add(pFlowCtrlBox);
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  sMain->Add(pDebugBox);
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  SetSizerAndFit(sMain);
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  OnContinue();
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}
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void GFXDebuggerPanel::OnPause()
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{
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  m_pButtonDump->Enable();
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  m_pDumpList->Enable();
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  m_pButtonUpdateScreen->Enable();
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  m_pButtonClearScreen->Enable();
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  m_pButtonClearTextureCache->Enable();
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  m_pButtonClearVertexShaderCache->Enable();
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  m_pButtonClearPixelShaderCache->Enable();
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}
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void GFXDebuggerPanel::OnContinue()
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{
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  m_pButtonDump->Disable();
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  m_pDumpList->Disable();
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  m_pButtonUpdateScreen->Disable();
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  m_pButtonClearScreen->Disable();
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  m_pButtonClearTextureCache->Disable();
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  m_pButtonClearVertexShaderCache->Disable();
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  m_pButtonClearPixelShaderCache->Disable();
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}
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void GFXDebuggerPanel::OnPauseButton(wxCommandEvent& event)
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{
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  GFXDebuggerPauseFlag = true;
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}
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void GFXDebuggerPanel::OnPauseAtNextButton(wxCommandEvent& event)
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{
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  GFXDebuggerPauseFlag = false;
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  GFXDebuggerToPauseAtNext = pauseEventMap[m_pPauseAtList->GetSelection()].event;
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  wxString val = m_pCount->GetValue();
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  long value;
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  if (val.ToLong(&value))
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    GFXDebuggerEventToPauseCount = value;
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  else
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    GFXDebuggerEventToPauseCount = 1;
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}
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void GFXDebuggerPanel::OnPauseAtNextFrameButton(wxCommandEvent& event)
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{
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  GFXDebuggerPauseFlag = false;
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  GFXDebuggerToPauseAtNext = NEXT_FRAME;
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  GFXDebuggerEventToPauseCount = 1;
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}
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void GFXDebuggerPanel::OnDumpButton(wxCommandEvent& event)
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{
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  std::string dump_path =
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      File::GetUserPath(D_DUMP_IDX) + "Debug/" + SConfig::GetInstance().m_strGameID + "/";
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  if (!File::CreateFullPath(dump_path))
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    return;
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  switch (m_pDumpList->GetSelection())
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  {
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  case 0:  // Pixel Shader
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    DumpPixelShader(dump_path);
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    break;
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  case 1:  // Vertex Shader
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    DumpVertexShader(dump_path);
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    break;
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  case 2:  // Pixel Shader Constants
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    DumpPixelShaderConstants(dump_path);
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    WxUtils::ShowErrorDialog(_("Not implemented"));
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    break;
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  case 3:  // Vertex Shader Constants
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    DumpVertexShaderConstants(dump_path);
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    WxUtils::ShowErrorDialog(_("Not implemented"));
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    break;
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  case 4:  // Textures
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    DumpTextures(dump_path);
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    WxUtils::ShowErrorDialog(_("Not implemented"));
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    break;
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  case 5:  // Frame Buffer
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    DumpFrameBuffer(dump_path);
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    WxUtils::ShowErrorDialog(_("Not implemented"));
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    break;
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  case 6:  // Geometry
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    DumpGeometry(dump_path);
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    WxUtils::ShowErrorDialog(_("Not implemented"));
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    break;
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  case 7:  // Vertex Description
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    DumpVertexDecl(dump_path);
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    WxUtils::ShowErrorDialog(_("Not implemented"));
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    break;
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  case 8:  // Vertex Matrices
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    DumpMatrices(dump_path);
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    WxUtils::ShowErrorDialog(_("Not implemented"));
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    break;
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  case 9:  // Statistics
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    DumpStats(dump_path);
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    WxUtils::ShowErrorDialog(_("Not implemented"));
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    break;
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  }
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}
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void GFXDebuggerPanel::OnContButton(wxCommandEvent& event)
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{
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  GFXDebuggerToPauseAtNext = NOT_PAUSE;
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  GFXDebuggerPauseFlag = false;
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}
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void GFXDebuggerPanel::OnClearScreenButton(wxCommandEvent& event)
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{
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  // TODO
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  WxUtils::ShowErrorDialog(_("Not implemented"));
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}
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void GFXDebuggerPanel::OnClearTextureCacheButton(wxCommandEvent& event)
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{
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  g_texture_cache->Invalidate();
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}
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void GFXDebuggerPanel::OnClearVertexShaderCacheButton(wxCommandEvent& event)
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{
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  // TODO
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  WxUtils::ShowErrorDialog(_("Not implemented"));
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}
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void GFXDebuggerPanel::OnClearPixelShaderCacheButton(wxCommandEvent& event)
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{
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  // TODO
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  WxUtils::ShowErrorDialog(_("Not implemented"));
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}
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void GFXDebuggerPanel::OnUpdateScreenButton(wxCommandEvent& event)
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{
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  WxUtils::ShowErrorDialog(_("Not implemented"));
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  GFXDebuggerUpdateScreen();
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}
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