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https://github.com/hrydgard/ppsspp.git
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Merge pull request #15894 from unknownbrackets/debugger
GE Debugger: Record only one flip if display framebuf not changed, step on vsync
This commit is contained in:
commit
5d50d02227
@ -41,6 +41,7 @@
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#include "GPU/Common/PresentationCommon.h"
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#include "GPU/Common/TextureCacheCommon.h"
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#include "GPU/Common/ReinterpretFramebuffer.h"
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#include "GPU/Debugger/Debugger.h"
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#include "GPU/Debugger/Record.h"
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#include "GPU/Debugger/Stepping.h"
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#include "GPU/GPUInterface.h"
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@ -105,6 +106,7 @@ void FramebufferManagerCommon::SetDisplayFramebuffer(u32 framebuf, u32 stride, G
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displayFramebufPtr_ = framebuf;
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displayStride_ = stride;
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displayFormat_ = format;
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GPUDebug::NotifyDisplay(framebuf, stride, format);
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GPURecord::NotifyDisplay(framebuf, stride, format);
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}
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@ -35,7 +35,6 @@
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#include "GPU/GeDisasm.h"
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#include "GPU/Common/FramebufferManagerCommon.h"
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#include "GPU/Debugger/Debugger.h"
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#include "GPU/D3D11/ShaderManagerD3D11.h"
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#include "GPU/D3D11/GPU_D3D11.h"
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#include "GPU/D3D11/FramebufferManagerD3D11.h"
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@ -239,13 +238,6 @@ void GPU_D3D11::BeginFrame() {
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gstate_c.Dirty(DIRTY_PROJTHROUGHMATRIX);
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}
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void GPU_D3D11::SetDisplayFramebuffer(u32 framebuf, u32 stride, GEBufferFormat format) {
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// TODO: Some games like Spongebob - Yellow Avenger, never change framebuffer, they blit to it.
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// So breaking on frames doesn't work. Might want to move this to sceDisplay vsync.
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GPUDebug::NotifyDisplay(framebuf, stride, format);
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framebufferManagerD3D11_->SetDisplayFramebuffer(framebuf, stride, format);
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}
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void GPU_D3D11::CopyDisplayToOutput(bool reallyDirty) {
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// Flush anything left over.
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drawEngine_.Flush();
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@ -41,7 +41,6 @@ public:
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void ExecuteOp(u32 op, u32 diff) override;
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void ReapplyGfxState() override;
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void SetDisplayFramebuffer(u32 framebuf, u32 stride, GEBufferFormat format) override;
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void GetStats(char *buffer, size_t bufsize) override;
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void ClearCacheNextFrame() override;
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void DeviceLost() override; // Only happens on Android. Drop all textures and shaders.
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@ -154,6 +154,15 @@ void NotifyDisplay(u32 framebuf, u32 stride, int format) {
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}
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}
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void NotifyBeginFrame() {
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if (!active)
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return;
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if (breakNext == BreakNext::VSYNC) {
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// Just start stepping as soon as we can once the vblank finishes.
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breakNext = BreakNext::OP;
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}
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}
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int PrimsThisFrame() {
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return primsThisFrame;
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}
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@ -28,6 +28,7 @@ enum class BreakNext {
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TEX,
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NONTEX,
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FRAME,
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VSYNC,
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PRIM,
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CURVE,
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COUNT,
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@ -43,6 +44,7 @@ void SetBreakCount(int c, bool relative = false);
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bool NotifyCommand(u32 pc);
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void NotifyDraw();
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void NotifyDisplay(u32 framebuf, u32 stride, int format);
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void NotifyBeginFrame();
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int PrimsThisFrame();
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int PrimsLastFrame();
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@ -50,6 +50,7 @@ namespace GPURecord {
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static bool active = false;
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static bool nextFrame = false;
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static int flipLastAction = -1;
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static int flipFinishAt = -1;
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static std::function<void(const Path &)> writeCallback;
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static std::vector<u8> pushbuf;
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@ -145,6 +146,7 @@ static void BeginRecording() {
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lastTextures.clear();
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lastRenderTargets.clear();
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flipLastAction = gpuStats.numFlips;
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flipFinishAt = -1;
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u32 ptr = (u32)pushbuf.size();
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u32 sz = 512 * 4;
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@ -494,6 +496,7 @@ bool Activate() {
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if (!nextFrame) {
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nextFrame = true;
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flipLastAction = gpuStats.numFlips;
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flipFinishAt = -1;
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return true;
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}
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return false;
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@ -512,6 +515,7 @@ static void FinishRecording() {
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NOTICE_LOG(SYSTEM, "Recording finished");
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active = false;
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flipLastAction = gpuStats.numFlips;
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flipFinishAt = -1;
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if (writeCallback)
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writeCallback(filename);
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@ -673,10 +677,10 @@ void NotifyDisplay(u32 framebuf, int stride, int fmt) {
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}
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}
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void NotifyFrame() {
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void NotifyBeginFrame() {
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const bool noDisplayAction = flipLastAction + 4 < gpuStats.numFlips;
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// We do this only to catch things that don't call NotifyFrame.
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if (active && HasDrawCommands() && noDisplayAction) {
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// We do this only to catch things that don't call NotifyDisplay.
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if (active && HasDrawCommands() && (noDisplayAction || gpuStats.numFlips == flipFinishAt)) {
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NOTICE_LOG(SYSTEM, "Recording complete on frame");
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struct DisplayBufData {
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@ -700,6 +704,8 @@ void NotifyFrame() {
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if (nextFrame && (gstate_c.skipDrawReason & SKIPDRAW_SKIPFRAME) == 0 && noDisplayAction) {
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NOTICE_LOG(SYSTEM, "Recording starting on frame...");
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BeginRecording();
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// If we began on a BeginFrame, end on a BeginFrame.
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flipFinishAt = gpuStats.numFlips + 1;
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}
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}
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@ -36,7 +36,7 @@ void NotifyMemcpy(u32 dest, u32 src, u32 sz);
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void NotifyMemset(u32 dest, int v, u32 sz);
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void NotifyUpload(u32 dest, u32 sz);
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void NotifyDisplay(u32 addr, int stride, int fmt);
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void NotifyFrame();
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void NotifyBeginFrame();
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void NotifyCPU();
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};
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@ -38,7 +38,6 @@
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#include "GPU/GeDisasm.h"
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#include "GPU/Common/FramebufferManagerCommon.h"
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#include "GPU/Debugger/Debugger.h"
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#include "GPU/Directx9/ShaderManagerDX9.h"
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#include "GPU/Directx9/GPU_DX9.h"
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#include "GPU/Directx9/FramebufferManagerDX9.h"
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@ -286,11 +285,6 @@ void GPU_DX9::BeginFrame() {
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framebufferManager_->BeginFrame();
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}
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void GPU_DX9::SetDisplayFramebuffer(u32 framebuf, u32 stride, GEBufferFormat format) {
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GPUDebug::NotifyDisplay(framebuf, stride, format);
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framebufferManagerDX9_->SetDisplayFramebuffer(framebuf, stride, format);
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}
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void GPU_DX9::CopyDisplayToOutput(bool reallyDirty) {
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dxstate.depthWrite.set(true);
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dxstate.colorMask.set(0xF);
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@ -40,7 +40,6 @@ public:
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void ExecuteOp(u32 op, u32 diff) override;
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void ReapplyGfxState() override;
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void SetDisplayFramebuffer(u32 framebuf, u32 stride, GEBufferFormat format) override;
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void GetStats(char *buffer, size_t bufsize) override;
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void ClearCacheNextFrame() override;
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void DeviceLost() override; // Only happens on Android. Drop all textures and shaders.
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@ -36,7 +36,6 @@
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#include "GPU/ge_constants.h"
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#include "GPU/GeDisasm.h"
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#include "GPU/Common/FramebufferManagerCommon.h"
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#include "GPU/Debugger/Debugger.h"
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#include "GPU/GLES/ShaderManagerGLES.h"
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#include "GPU/GLES/GPU_GLES.h"
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#include "GPU/GLES/FramebufferManagerGLES.h"
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@ -360,11 +359,6 @@ void GPU_GLES::BeginFrame() {
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framebufferManagerGL_->BeginFrame();
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}
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void GPU_GLES::SetDisplayFramebuffer(u32 framebuf, u32 stride, GEBufferFormat format) {
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GPUDebug::NotifyDisplay(framebuf, stride, format);
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framebufferManagerGL_->SetDisplayFramebuffer(framebuf, stride, format);
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}
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void GPU_GLES::CopyDisplayToOutput(bool reallyDirty) {
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// Flush anything left over.
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framebufferManagerGL_->RebindFramebuffer("RebindFramebuffer - CopyDisplayToOutput");
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@ -47,7 +47,6 @@ public:
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void ExecuteOp(u32 op, u32 diff) override;
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void ReapplyGfxState() override;
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void SetDisplayFramebuffer(u32 framebuf, u32 stride, GEBufferFormat format) override;
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void GetStats(char *buffer, size_t bufsize) override;
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void ClearCacheNextFrame() override;
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@ -1109,7 +1109,8 @@ void GPUCommon::BeginFrame() {
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} else if (dumpThisFrame_) {
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dumpThisFrame_ = false;
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}
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GPURecord::NotifyFrame();
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GPUDebug::NotifyBeginFrame();
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GPURecord::NotifyBeginFrame();
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}
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void GPUCommon::SlowRunLoop(DisplayList &list)
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@ -2707,7 +2708,8 @@ 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, sizeof(buffer));
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u32 prev = Memory::IsValidAddress(pc - 4) ? Memory::ReadUnchecked_U32(pc - 4) : 0;
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GeDisassembleOp(pc, op, prev, buffer, sizeof(buffer));
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GPUDebugOp info;
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info.pc = pc;
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@ -2765,6 +2767,10 @@ void GPUCommon::SetCmdValue(u32 op) {
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downcount = 0;
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}
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void GPUCommon::SetDisplayFramebuffer(u32 framebuf, u32 stride, GEBufferFormat format) {
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framebufferManager_->SetDisplayFramebuffer(framebuf, stride, format);
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}
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void GPUCommon::DoBlockTransfer(u32 skipDrawReason) {
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// TODO: This is used a lot to copy data around between render targets and textures,
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// and also to quickly load textures from RAM to VRAM. So we should do checks like the following:
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@ -117,6 +117,7 @@ public:
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u32 Break(int mode) override;
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void ReapplyGfxState() override;
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void SetDisplayFramebuffer(u32 framebuf, u32 stride, GEBufferFormat format) override;
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void CopyDisplayToOutput(bool reallyDirty) override = 0;
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void InitClear() override = 0;
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bool PerformMemoryCopy(u32 dest, u32 src, int size) override;
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@ -37,7 +37,6 @@
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#include "GPU/ge_constants.h"
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#include "GPU/GeDisasm.h"
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#include "GPU/Common/FramebufferManagerCommon.h"
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#include "GPU/Debugger/Debugger.h"
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#include "GPU/Vulkan/ShaderManagerVulkan.h"
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#include "GPU/Vulkan/GPU_Vulkan.h"
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#include "GPU/Vulkan/FramebufferManagerVulkan.h"
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@ -431,11 +430,6 @@ void GPU_Vulkan::InitClear() {
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}
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}
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void GPU_Vulkan::SetDisplayFramebuffer(u32 framebuf, u32 stride, GEBufferFormat format) {
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GPUDebug::NotifyDisplay(framebuf, stride, format);
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framebufferManager_->SetDisplayFramebuffer(framebuf, stride, format);
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}
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void GPU_Vulkan::CopyDisplayToOutput(bool reallyDirty) {
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// Flush anything left over.
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drawEngine_.Flush();
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@ -50,7 +50,6 @@ public:
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void PreExecuteOp(u32 op, u32 diff) override;
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void ExecuteOp(u32 op, u32 diff) override;
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void SetDisplayFramebuffer(u32 framebuf, u32 stride, GEBufferFormat format) override;
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void GetStats(char *buffer, size_t bufsize) override;
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void ClearCacheNextFrame() override;
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void DeviceLost() override; // Only happens on Android. Drop all textures and shaders.
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@ -979,6 +979,10 @@ BOOL CGEDebugger::DlgProc(UINT message, WPARAM wParam, LPARAM lParam) {
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SetBreakNext(BreakNext::FRAME);
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break;
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case IDC_GEDBG_STEPVSYNC:
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SetBreakNext(BreakNext::VSYNC);
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break;
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case IDC_GEDBG_STEPPRIM:
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SetBreakNext(BreakNext::PRIM);
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break;
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@ -202,7 +202,7 @@ EXSTYLE WS_EX_ACCEPTFILES | WS_EX_TOOLWINDOW
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CAPTION "GE"
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FONT 8, "MS Shell Dlg", 0, 0, 0x1
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BEGIN
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PUSHBUTTON "Step &Frame",IDC_GEDBG_STEPFRAME,10,2,44,14
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PUSHBUTTON "Step &Frame",IDC_GEDBG_STEPVSYNC,10,2,44,14
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PUSHBUTTON "Step &Tex",IDC_GEDBG_STEPTEX,60,2,44,14
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PUSHBUTTON "Step &Draw",IDC_GEDBG_STEPDRAW,105,2,44,14
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PUSHBUTTON "Step &Prim",IDC_GEDBG_STEPPRIM,150,2,44,14
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@ -679,7 +679,8 @@ BEGIN
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MENUITEM "Next &Curve", IDC_GEDBG_STEPCURVE
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MENUITEM "Next &Texture", IDC_GEDBG_STEPTEX
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MENUITEM "Next &Draw Flush", IDC_GEDBG_STEPDRAW
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MENUITEM "Next &Frame", IDC_GEDBG_STEPFRAME
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MENUITEM "Next Display &Framebuf", IDC_GEDBG_STEPFRAME
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MENUITEM "Next &Vsync Frame", IDC_GEDBG_STEPVSYNC
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MENUITEM "", 0, MFT_SEPARATOR
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MENUITEM "&Auto Flush Pending", IDC_GEDBG_FLUSHAUTO
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END
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@ -331,6 +331,7 @@
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#define ID_GEDBG_SHOWONLEFT 40219
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#define ID_GEDBG_SHOWONRIGHT 40220
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#define ID_GEDBG_SHOWONTOPRIGHT 40221
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#define IDC_GEDBG_STEPVSYNC 40222
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// Dummy option to let the buffered rendering hotkey cycle through all the options.
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@ -344,7 +345,7 @@
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#ifdef APSTUDIO_INVOKED
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#ifndef APSTUDIO_READONLY_SYMBOLS
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#define _APS_NEXT_RESOURCE_VALUE 256
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#define _APS_NEXT_COMMAND_VALUE 40222
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#define _APS_NEXT_COMMAND_VALUE 40223
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#define _APS_NEXT_CONTROL_VALUE 1202
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#define _APS_NEXT_SYMED_VALUE 101
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#endif
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