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Slightly improve GPU disassembly
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parent
02a89306d1
commit
170e88838f
@ -1945,9 +1945,9 @@ bool DIRECTX9_GPU::GetCurrentTexture(GPUDebugBuffer &buffer, int level) {
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LPDIRECT3DSURFACE9 offscreen = nullptr;
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HRESULT hr;
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bool success;
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bool success = false;
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hr = pD3Ddevice->GetTexture(0, &baseTex);
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if (SUCCEEDED(hr)) {
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if (SUCCEEDED(hr) && baseTex != NULL) {
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hr = baseTex->QueryInterface(IID_IDirect3DTexture9, (void **)&tex);
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if (SUCCEEDED(hr)) {
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D3DSURFACE_DESC desc;
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@ -569,7 +569,7 @@ void GPUCommon::SlowRunLoop(DisplayList &list)
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} else {
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prev = 0;
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}
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GeDisassembleOp(list.pc, op, prev, temp);
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GeDisassembleOp(list.pc, op, prev, temp, 256);
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NOTICE_LOG(G3D, "%s", temp);
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}
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gstate.cmdmem[cmd] = op;
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@ -1189,7 +1189,7 @@ void GPUCommon::ResetListState(int listID, DisplayListState state) {
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GPUDebugOp GPUCommon::DissassembleOp(u32 pc, u32 op) {
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char buffer[1024];
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GeDisassembleOp(pc, op, Memory::Read_U32(pc - 4), buffer);
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GeDisassembleOp(pc, op, Memory::Read_U32(pc - 4), buffer, sizeof(buffer));
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GPUDebugOp info;
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info.pc = pc;
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@ -1208,7 +1208,7 @@ std::vector<GPUDebugOp> GPUCommon::DissassembleOpRange(u32 startpc, u32 endpc) {
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u32 prev = Memory::IsValidAddress(startpc - 4) ? Memory::Read_U32(startpc - 4) : 0;
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for (u32 pc = startpc; pc < endpc; pc += 4) {
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u32 op = Memory::IsValidAddress(pc) ? Memory::Read_U32(pc) : 0;
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GeDisassembleOp(pc, op, prev, buffer);
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GeDisassembleOp(pc, op, prev, buffer, sizeof(buffer));
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prev = op;
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info.pc = pc;
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365
GPU/GeDisasm.cpp
365
GPU/GeDisasm.cpp
File diff suppressed because it is too large
Load Diff
@ -18,4 +18,4 @@
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#include "Common/CommonTypes.h"
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void GeDescribeVertexType(u32 op, char *buffer, int len = 256);
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void GeDisassembleOp(u32 pc, u32 op, u32 prev, char *buffer);
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void GeDisassembleOp(u32 pc, u32 op, u32 prev, char *buffer, int bufsize);
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