forked from dolphin-emu/dolphin
		
	Also remedies places where the video backends and core rely on things being indirectly included.
		
			
				
	
	
		
			155 lines
		
	
	
		
			4.1 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			155 lines
		
	
	
		
			4.1 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 <string>
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#include "Common/FileUtil.h"
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#include "Common/StringUtil.h"
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#include "Common/Thread.h"
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#include "VideoCommon/BPMemory.h"
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#include "VideoCommon/Debugger.h"
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#include "VideoCommon/VideoConfig.h"
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GFXDebuggerBase *g_pdebugger = nullptr;
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volatile bool GFXDebuggerPauseFlag = false; // if true, the GFX thread will be spin locked until it's false again
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volatile PauseEvent GFXDebuggerToPauseAtNext = NOT_PAUSE; // Event which will trigger spin locking the GFX thread
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volatile int GFXDebuggerEventToPauseCount = 0; // Number of events to wait for until GFX thread will be paused
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void GFXDebuggerUpdateScreen()
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{
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	// TODO: Implement this in a backend-independent way
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/*	// update screen
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	if (D3D::bFrameInProgress)
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	{
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		D3D::dev->SetRenderTarget(0, D3D::GetBackBufferSurface());
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		D3D::dev->SetDepthStencilSurface(nullptr);
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		D3D::dev->StretchRect(FramebufferManager::GetEFBColorRTSurface(), nullptr,
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			D3D::GetBackBufferSurface(), nullptr,
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			D3DTEXF_LINEAR);
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		D3D::dev->EndScene();
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		D3D::dev->Present(nullptr, nullptr, nullptr, nullptr);
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		D3D::dev->SetRenderTarget(0, FramebufferManager::GetEFBColorRTSurface());
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		D3D::dev->SetDepthStencilSurface(FramebufferManager::GetEFBDepthRTSurface());
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		D3D::dev->BeginScene();
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	}
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	else
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	{
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		D3D::dev->EndScene();
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		D3D::dev->Present(nullptr, nullptr, nullptr, nullptr);
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		D3D::dev->BeginScene();
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	}*/
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}
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// GFX thread
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void GFXDebuggerCheckAndPause(bool update)
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{
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	if (GFXDebuggerPauseFlag)
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	{
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		g_pdebugger->OnPause();
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		while ( GFXDebuggerPauseFlag )
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		{
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			if (update) GFXDebuggerUpdateScreen();
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			Common::SleepCurrentThread(5);
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		}
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		g_pdebugger->OnContinue();
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	}
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}
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// GFX thread
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void GFXDebuggerToPause(bool update)
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{
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	GFXDebuggerToPauseAtNext = NOT_PAUSE;
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	GFXDebuggerPauseFlag = true;
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	GFXDebuggerCheckAndPause(update);
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}
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void ContinueGFXDebugger()
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{
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	GFXDebuggerPauseFlag = false;
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}
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void GFXDebuggerBase::DumpPixelShader(const std::string& path)
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{
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	const std::string filename = StringFromFormat("%sdump_ps.txt", path.c_str());
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	std::string output;
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	bool useDstAlpha = bpmem.dstalpha.enable && bpmem.blendmode.alphaupdate && bpmem.zcontrol.pixel_format == PEControl::RGBA6_Z24;
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	if (!useDstAlpha)
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	{
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		output = "Destination alpha disabled:\n";
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///		output += GeneratePixelShaderCode(DSTALPHA_NONE, g_ActiveConfig.backend_info.APIType, g_nativeVertexFmt->m_components);
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	}
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	else
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	{
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		if (g_ActiveConfig.backend_info.bSupportsDualSourceBlend)
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		{
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			output = "Using dual source blending for destination alpha:\n";
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///			output += GeneratePixelShaderCode(DSTALPHA_DUAL_SOURCE_BLEND, g_ActiveConfig.backend_info.APIType, g_nativeVertexFmt->m_components);
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		}
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		else
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		{
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			output = "Using two passes for emulating destination alpha:\n";
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///			output += GeneratePixelShaderCode(DSTALPHA_NONE, g_ActiveConfig.backend_info.APIType, g_nativeVertexFmt->m_components);
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			output += "\n\nDestination alpha pass shader:\n";
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///			output += GeneratePixelShaderCode(DSTALPHA_ALPHA_PASS, g_ActiveConfig.backend_info.APIType, g_nativeVertexFmt->m_components);
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		}
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	}
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	File::CreateEmptyFile(filename);
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	File::WriteStringToFile(output, filename);
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}
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void GFXDebuggerBase::DumpVertexShader(const std::string& path)
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{
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	const std::string filename = StringFromFormat("%sdump_vs.txt", path.c_str());
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	File::CreateEmptyFile(filename);
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///	File::WriteStringToFile(GenerateVertexShaderCode(g_nativeVertexFmt->m_components, g_ActiveConfig.backend_info.APIType), filename);
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}
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void GFXDebuggerBase::DumpPixelShaderConstants(const std::string& path)
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{
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	// TODO
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}
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void GFXDebuggerBase::DumpVertexShaderConstants(const std::string& path)
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{
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	// TODO
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}
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void GFXDebuggerBase::DumpTextures(const std::string& path)
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{
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	// TODO
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}
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void GFXDebuggerBase::DumpFrameBuffer(const std::string& path)
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{
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	// TODO
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}
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void GFXDebuggerBase::DumpGeometry(const std::string& path)
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{
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	// TODO
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}
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void GFXDebuggerBase::DumpVertexDecl(const std::string& path)
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{
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	// TODO
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}
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void GFXDebuggerBase::DumpMatrices(const std::string& path)
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{
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	// TODO
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}
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void GFXDebuggerBase::DumpStats(const std::string& path)
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{
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	// TODO
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}
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