Add new shader viewing tool

This commit is contained in:
Henrik Rydgard 2015-10-14 17:45:21 +02:00
parent 09cc80f413
commit 7f4e473e8c
25 changed files with 565 additions and 211 deletions

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@ -863,6 +863,7 @@ set(NativeAppSource
UI/Store.cpp
UI/CwCheatScreen.cpp
UI/InstallZipScreen.cpp
UI/ProfilerDraw.cpp
UI/ui_atlas.cpp)
if(ANDROID)
if (ARM)

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@ -323,6 +323,7 @@ static ConfigSetting generalSettings[] = {
#endif
ConfigSetting("PauseWhenMinimized", &g_Config.bPauseWhenMinimized, false, true, true),
ConfigSetting("DumpDecryptedEboots", &g_Config.bDumpDecryptedEboot, false, true, true),
ConfigSetting("FullscreenOnDoubleclick", &g_Config.bFullscreenOnDoubleclick, true, false, false),
ConfigSetting(false),
};

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@ -90,12 +90,12 @@ public:
bool bScreenshotsAsPNG;
bool bEnableLogging;
bool bDumpDecryptedEboot;
bool bFullscreenOnDoubleclick;
#if defined(USING_WIN_UI)
bool bPauseOnLostFocus;
bool bTopMost;
std::string sFont;
bool bIgnoreWindowsKey;
// Used for switching the GPU backend in GameSettingsScreen.
// Without this, PPSSPP instantly crashes if we edit iGPUBackend directly...
int iTempGPUBackend;

29
GPU/Common/ShaderCommon.h Normal file
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@ -0,0 +1,29 @@
// Copyright (c) 2015- PPSSPP Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0 or later versions.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#pragma once
enum DebugShaderType {
SHADER_TYPE_VERTEX = 0,
SHADER_TYPE_FRAGMENT = 1,
};
enum DebugShaderStringType {
SHADER_STRING_SHORT_DESC = 0,
SHADER_STRING_SOURCE_CODE = 1,
SHADER_STRING_STATS = 2,
};

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@ -24,6 +24,7 @@
#endif
#include <cstdio>
#include <sstream>
#include "base/logging.h"
#include "gfx_es2/gpu_features.h"
@ -330,6 +331,38 @@ enum {
BIT_FLATSHADE = 46,
};
std::string FragmentShaderDesc(const ShaderID &id) {
std::stringstream desc;
if (id.Bit(BIT_CLEARMODE)) desc << "Clear ";
if (id.Bit(BIT_DO_TEXTURE)) desc << "Tex ";
if (id.Bit(BIT_DO_TEXTURE_PROJ)) desc << "TexProj ";
if (id.Bit(BIT_FLIP_TEXTURE)) desc << "Flip ";
if (id.Bit(BIT_TEXALPHA)) desc << "TexAlpha ";
if (id.Bit(BIT_TEXTURE_AT_OFFSET)) desc << "TexOffset ";
if (id.Bit(BIT_LMODE)) desc << "LM ";
if (id.Bit(BIT_ENABLE_FOG)) desc << "Fog ";
if (id.Bit(BIT_COLOR_DOUBLE)) desc << "Double ";
if (id.Bit(BIT_FLATSHADE)) desc << "Flat ";
if (id.Bit(BIT_SHADER_TEX_CLAMP)) desc << "Texclamp";
if (id.Bit(BIT_CLAMP_S)) desc << "Clamp S ";
if (id.Bit(BIT_CLAMP_T)) desc << "Clamp T ";
switch (id.Bits(BIT_STENCIL_TO_ALPHA, 2)) {
case REPLACE_ALPHA_NO: break;
case REPLACE_ALPHA_YES: desc << "StencilToAlpha "; break;
case REPLACE_ALPHA_DUALSOURCE: desc << "StencilToAlphaDualSrc "; break;
}
if (id.Bit(BIT_ALPHA_TEST)) desc << "AlphaTest ";
if (id.Bit(BIT_ALPHA_AGAINST_ZERO)) desc << "AlphaTest0 ";
if (id.Bit(BIT_COLOR_TEST)) desc << "ColorTest ";
if (id.Bit(BIT_COLOR_AGAINST_ZERO)) desc << "ColorTest0 ";
// TODO: A few more...
return desc.str();
}
// Here we must take all the bits of the gstate that determine what the fragment shader will
// look like, and concatenate them together into an ID.
void ComputeFragmentShaderID(ShaderID *id_out, uint32_t vertType) {

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@ -23,6 +23,7 @@ struct ShaderID;
void ComputeFragmentShaderID(ShaderID *id, uint32_t vertType);
bool GenerateFragmentShader(const ShaderID &id, char *buffer);
std::string FragmentShaderDesc(const ShaderID &id);
enum StencilValueType {
STENCIL_VALUE_UNIFORM,

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@ -2411,3 +2411,10 @@ bool GLES_GPU::DescribeCodePtr(const u8 *ptr, std::string &name) {
}
return false;
}
std::vector<std::string> GLES_GPU::DebugGetShaderIDs(DebugShaderType type) {
return shaderManager_->DebugGetShaderIDs(type);
}
std::string GLES_GPU::DebugGetShaderString(std::string id, DebugShaderType type, DebugShaderStringType stringType) {
return shaderManager_->DebugGetShaderString(id, type, stringType);
}

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@ -150,6 +150,10 @@ public:
void Execute_BoneMtxData(u32 op, u32 diff);
void Execute_BlockTransferStart(u32 op, u32 diff);
// Using string because it's generic - makes no assumptions on the size of the shader IDs of this backend.
std::vector<std::string> DebugGetShaderIDs(DebugShaderType shader) override;
std::string DebugGetShaderString(std::string id, DebugShaderType shader, DebugShaderStringType stringType) override;
protected:
void FastRunLoop(DisplayList &list) override;
void ProcessEvent(GPUEvent ev) override;

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@ -41,9 +41,10 @@
#include "Framebuffer.h"
#include "i18n/i18n.h"
Shader::Shader(const char *code, uint32_t shaderType, bool useHWTransform, const ShaderID &shaderID)
Shader::Shader(const char *code, uint32_t glShaderType, bool useHWTransform, const ShaderID &shaderID)
: id_(shaderID), failed_(false), useHWTransform_(useHWTransform) {
PROFILE_THIS_SCOPE("shadercomp");
isFragment_ = glShaderType == GL_FRAGMENT_SHADER;
source_ = code;
#ifdef SHADERLOG
#ifdef _WIN32
@ -52,7 +53,7 @@ Shader::Shader(const char *code, uint32_t shaderType, bool useHWTransform, const
printf("%s\n", code);
#endif
#endif
shader = glCreateShader(shaderType);
shader = glCreateShader(glShaderType);
glShaderSource(shader, 1, &code, 0);
glCompileShader(shader);
GLint success = 0;
@ -130,13 +131,17 @@ LinkedShader::LinkedShader(Shader *vs, Shader *fs, u32 vertType, bool useHWTrans
ELOG("Could not link program:\n %s", buf);
#endif
ERROR_LOG(G3D, "Could not link program:\n %s", buf);
ERROR_LOG(G3D, "VS:\n%s", vs->source().c_str());
ERROR_LOG(G3D, "FS:\n%s", fs->source().c_str());
Reporting::ReportMessage("Error in shader program link: info: %s / fs: %s / vs: %s", buf, fs->source().c_str(), vs->source().c_str());
ERROR_LOG(G3D, "VS desc:\n%s\n", vs->GetShaderString(SHADER_STRING_SHORT_DESC).c_str());
ERROR_LOG(G3D, "FS desc:\n%s\n", fs->GetShaderString(SHADER_STRING_SHORT_DESC).c_str());
std::string vs_source = vs->GetShaderString(SHADER_STRING_SOURCE_CODE);
std::string fs_source = fs->GetShaderString(SHADER_STRING_SOURCE_CODE);
ERROR_LOG(G3D, "VS:\n%s\n", vs_source.c_str());
ERROR_LOG(G3D, "FS:\n%s\n", fs_source.c_str());
Reporting::ReportMessage("Error in shader program link: info: %s / fs: %s / vs: %s", buf, fs_source.c_str(), vs_source.c_str());
#ifdef SHADERLOG
OutputDebugStringUTF8(buf);
OutputDebugStringUTF8(vs->source().c_str());
OutputDebugStringUTF8(fs->source().c_str());
OutputDebugStringUTF8(vs_source.c_str());
OutputDebugStringUTF8(fs_source.c_str());
#endif
delete [] buf; // we're dead!
}
@ -879,3 +884,64 @@ LinkedShader *ShaderManager::ApplyFragmentShader(Shader *vs, int prim, u32 vertT
lastShader_ = ls;
return ls;
}
std::string Shader::GetShaderString(DebugShaderStringType type) const {
switch (type) {
case SHADER_STRING_SOURCE_CODE:
return source_;
case SHADER_STRING_SHORT_DESC:
return isFragment_ ? FragmentShaderDesc(id_) : VertexShaderDesc(id_);
default:
return "N/A";
}
}
std::vector<std::string> ShaderManager::DebugGetShaderIDs(DebugShaderType type) {
std::string id;
std::vector<std::string> ids;
switch (type) {
case SHADER_TYPE_VERTEX:
{
for (auto iter : vsCache_) {
iter.first.ToString(&id);
ids.push_back(id);
}
}
break;
case SHADER_TYPE_FRAGMENT:
{
for (auto iter : fsCache_) {
iter.first.ToString(&id);
ids.push_back(id);
}
}
break;
}
return ids;
}
std::string ShaderManager::DebugGetShaderString(std::string id, DebugShaderType type, DebugShaderStringType stringType) {
ShaderID shaderId;
shaderId.FromString(id);
switch (type) {
case SHADER_TYPE_VERTEX:
{
auto iter = vsCache_.find(shaderId);
if (iter == vsCache_.end()) {
return "";
}
return iter->second->GetShaderString(stringType);
}
case SHADER_TYPE_FRAGMENT:
{
auto iter = fsCache_.find(shaderId);
if (iter == fsCache_.end()) {
return "";
}
return iter->second->GetShaderString(stringType);
}
default:
return "N/A";
}
}

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@ -20,8 +20,10 @@
#include "base/basictypes.h"
#include "Globals.h"
#include <map>
#include "VertexShaderGenerator.h"
#include "FragmentShaderGenerator.h"
#include "GPU/Common/ShaderCommon.h"
#include "GPU/GLES/VertexShaderGenerator.h"
#include "GPU/GLES/FragmentShaderGenerator.h"
class Shader;
@ -30,12 +32,12 @@ struct ShaderID {
clear();
}
void clear() {
for (int i = 0; i < ARRAY_SIZE(d); i++) {
for (size_t i = 0; i < ARRAY_SIZE(d); i++) {
d[i] = 0;
}
}
void set_invalid() {
for (int i = 0; i < ARRAY_SIZE(d); i++) {
for (size_t i = 0; i < ARRAY_SIZE(d); i++) {
d[i] = 0xFFFFFFFF;
}
}
@ -77,6 +79,14 @@ struct ShaderID {
d[bit >> 5] |= (value & mask) << (bit & 31);
}
}
void ToString(std::string *dest) const {
dest->resize(sizeof(d));
memcpy(&(*dest)[0], d, sizeof(d));
}
void FromString(std::string src) {
memcpy(d, &(src)[0], sizeof(d));
}
};
// Pre-fetched attrs and uniforms
@ -213,20 +223,22 @@ enum {
class Shader {
public:
Shader(const char *code, uint32_t shaderType, bool useHWTransform, const ShaderID &shaderID);
Shader(const char *code, uint32_t glShaderType, bool useHWTransform, const ShaderID &shaderID);
~Shader();
uint32_t shader;
const std::string &source() const { return source_; }
bool Failed() const { return failed_; }
bool UseHWTransform() const { return useHWTransform_; }
const ShaderID &ID() const { return id_; }
std::string GetShaderString(DebugShaderStringType type) const;
private:
std::string source_;
ShaderID id_;
bool failed_;
bool useHWTransform_;
bool isFragment_;
};
class ShaderManager {
@ -251,6 +263,9 @@ public:
int NumFragmentShaders() const { return (int)fsCache_.size(); }
int NumPrograms() const { return (int)linkedShaderCache_.size(); }
std::vector<std::string> DebugGetShaderIDs(DebugShaderType type);
std::string DebugGetShaderString(std::string id, DebugShaderType type, DebugShaderStringType stringType);
private:
void Clear();
static bool DebugAreShadersCompatibleForLinking(Shader *vs, Shader *fs);

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@ -43,9 +43,8 @@
#define WRITE p+=sprintf
// These bits are internal to this file, although the resulting IDs will be externally visible.
// TODO: We will cut away many of these, turning them into uniforms. This should reduce the number
// of generated shaders drastically.
// TODO: There will be additional bits, indicating that groups of these will be
// sent to the shader and processed there. This will cut down the number of shaders ("ubershader approach")
enum {
BIT_LMODE = 0,
BIT_IS_THROUGH = 1,
@ -57,32 +56,71 @@ enum {
BIT_USE_HW_TRANSFORM = 8,
BIT_HAS_NORMAL = 9, // conditioned on hw transform
BIT_NORM_REVERSE = 10,
BIT_HAS_TEXCOORD = 11,
BIT_HAS_TEXCOORD = 11, // 5 free after
BIT_UVGEN_MODE = 16,
BIT_UVPROJ_MODE = 18, // 2, can overlap with LS0
BIT_LS0 = 18, // 2
BIT_LS1 = 20, // 2
BIT_BONES = 22, // 3 should be enough, not 8
BIT_ENABLE_BONES = 30,
BIT_LIGHT0_COMP = 32,
BIT_LIGHT0_TYPE = 34,
BIT_LIGHT1_COMP = 36,
BIT_LIGHT1_TYPE = 38,
BIT_LIGHT2_COMP = 40,
BIT_LIGHT2_TYPE = 42,
BIT_LIGHT3_COMP = 44,
BIT_LIGHT3_TYPE = 46,
BIT_MATERIAL_UPDATE = 48,
BIT_LIGHT0_COMP = 32, // 2 bits
BIT_LIGHT0_TYPE = 34, // 2 bits
BIT_LIGHT1_COMP = 36, // 2 bits
BIT_LIGHT1_TYPE = 38, // 2 bits
BIT_LIGHT2_COMP = 40, // 2 bits
BIT_LIGHT2_TYPE = 42, // 2 bits
BIT_LIGHT3_COMP = 44, // 2 bits
BIT_LIGHT3_TYPE = 46, // 2 bits
BIT_MATERIAL_UPDATE = 48, // 3 bits, 1 free after
BIT_LIGHT0_ENABLE = 52,
BIT_LIGHT1_ENABLE = 53,
BIT_LIGHT2_ENABLE = 54,
BIT_LIGHT3_ENABLE = 55,
BIT_LIGHTING_ENABLE = 56,
BIT_WEIGHT_FMTSCALE = 57,
BIT_WEIGHT_FMTSCALE = 57, // only two bits, 1 free after
BIT_TEXCOORD_FMTSCALE = 60,
BIT_FLATSHADE = 62,
BIT_FLATSHADE = 62, // 1 free after
};
std::string VertexShaderDesc(const ShaderID &id) {
std::stringstream desc;
if (id.Bit(BIT_IS_THROUGH)) desc << "THR ";
if (id.Bit(BIT_USE_HW_TRANSFORM)) desc << "HWX ";
if (id.Bit(BIT_HAS_COLOR)) desc << "C ";
if (id.Bit(BIT_HAS_TEXCOORD)) desc << "T ";
if (id.Bit(BIT_HAS_NORMAL)) desc << "N ";
if (id.Bit(BIT_LMODE)) desc << "LM ";
if (id.Bit(BIT_ENABLE_FOG)) desc << "Fog ";
if (id.Bit(BIT_NORM_REVERSE)) desc << "RevN ";
if (id.Bit(BIT_DO_TEXTURE)) desc << "Tex ";
if (id.Bit(BIT_DO_TEXTURE_PROJ)) desc << "TexProj ";
if (id.Bit(BIT_FLIP_TEXTURE)) desc << "Flip ";
int uvgMode = id.Bits(BIT_UVGEN_MODE, 2);
const char *uvgModes[4] = { "UV ", "UVMtx ", "UVEnv ", "UVUnk " };
if (uvgMode) desc << uvgModes[uvgMode];
if (id.Bit(BIT_ENABLE_BONES)) desc << "Bones:" << (id.Bits(BIT_BONES, 3) + 1) << " ";
// Lights
if (id.Bit(BIT_LIGHTING_ENABLE)) {
desc << "Light: ";
for (int i = 0; i < 4; i++) {
if (id.Bit(BIT_LIGHT0_ENABLE + i)) {
desc << i << ": ";
desc << "c:" << id.Bits(BIT_LIGHT0_COMP + 4 * i, 2) << " t:" << id.Bits(BIT_LIGHT0_TYPE + 4 * i, 2) << " ";
}
}
}
desc << "MatUp:" << id.Bits(BIT_MATERIAL_UPDATE, 3) << " ";
desc << "WScale " << id.Bits(BIT_WEIGHT_FMTSCALE, 2) << " ";
desc << "TCScale " << id.Bits(BIT_TEXCOORD_FMTSCALE, 2) << " ";
if (id.Bit(BIT_FLATSHADE)) desc << "Flat ";
// TODO: More...
return desc.str();
}
bool CanUseHardwareTransform(int prim) {
if (!g_Config.bHardwareTransform)
return false;
@ -118,7 +156,7 @@ void ComputeVertexShaderID(ShaderID *id_out, u32 vertType, bool useHWTransform)
id.SetBit(BIT_USE_HW_TRANSFORM);
id.SetBit(BIT_HAS_NORMAL, hasNormal);
// UV generation mode.
// UV generation mode. doShadeMapping is implicitly stored here.
id.SetBits(BIT_UVGEN_MODE, 2, gstate.getUVGenMode());
// The next bits are used differently depending on UVgen mode
@ -138,20 +176,17 @@ void ComputeVertexShaderID(ShaderID *id_out, u32 vertType, bool useHWTransform)
// Okay, d[1] coming up. ==============
if (gstate.isLightingEnabled() || doShadeMapping) {
// doShadeMapping is stored as UVGenMode, so this is enough for isLightingEnabled.
id.SetBit(BIT_LIGHTING_ENABLE);
// Light bits
for (int i = 0; i < 4; i++) {
id.SetBit(BIT_LIGHT0_ENABLE + i, gstate.isLightChanEnabled(i) != 0);
if (gstate.isLightChanEnabled(i) || (doShadeMapping && (gstate.getUVLS0() == i || gstate.getUVLS1() == i))) {
id.SetBits(BIT_LIGHT0_COMP + 4 * i, 2, gstate.getLightComputation(i));
id.SetBits(BIT_LIGHT0_TYPE + 4 * i, 2, gstate.getLightType(i));
}
}
id.SetBits(BIT_MATERIAL_UPDATE, 3, gstate.getMaterialUpdate() & 7);
// TODO: Optimize by shifting in all the light bits together.
for (int i = 0; i < 4; i++) {
id.SetBit(BIT_LIGHT0_ENABLE + i, gstate.isLightChanEnabled(i) != 0);
}
// doShadeMapping is stored as UVGenMode, so this is enough for isLightingEnabled.
id.SetBit(BIT_LIGHTING_ENABLE);
}
// 2 bits. We should probably send in the weight scalefactor as a uniform instead,
@ -159,7 +194,7 @@ void ComputeVertexShaderID(ShaderID *id_out, u32 vertType, bool useHWTransform)
id.SetBits(BIT_WEIGHT_FMTSCALE, 2, vertTypeGetWeightMask(vertType));
id.SetBit(BIT_NORM_REVERSE, gstate.areNormalsReversed());
if (doTextureProjection && gstate.getUVProjMode() == GE_PROJMAP_UV) {
id.SetBit(BIT_TEXCOORD_FMTSCALE, (vertType & GE_VTYPE_TC_MASK) >> GE_VTYPE_TC_SHIFT); // two bits
id.SetBits(BIT_TEXCOORD_FMTSCALE, 2, (vertType & GE_VTYPE_TC_MASK) >> GE_VTYPE_TC_SHIFT); // two bits
} else {
id.SetBit(BIT_HAS_TEXCOORD, hasTexcoord);
}
@ -406,7 +441,6 @@ void GenerateVertexShader(const ShaderID &id, char *buffer) {
WRITE(p, "uniform lowp vec4 u_ambient;\n");
if ((matUpdate & 2) == 0 || !hasColor)
WRITE(p, "uniform lowp vec3 u_matdiffuse;\n");
// if ((gstate.materialupdate & 4) == 0)
WRITE(p, "uniform lowp vec4 u_matspecular;\n"); // Specular coef is contained in alpha
WRITE(p, "uniform lowp vec3 u_matemissive;\n");
}

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@ -17,7 +17,7 @@
#pragma once
#include "Globals.h"
#include "Common/CommonTypes.h"
// #define USE_BONE_ARRAY
@ -27,3 +27,7 @@ bool CanUseHardwareTransform(int prim);
void ComputeVertexShaderID(ShaderID *id, u32 vertexType, bool useHWTransform);
void GenerateVertexShader(const ShaderID &id, char *buffer);
// Generates a compact string that describes the shader. Useful in a list to get an overview
// of the current flora of shaders.
std::string VertexShaderDesc(const ShaderID &id);

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@ -186,6 +186,7 @@
<ClInclude Include="Common\GPUStateUtils.h" />
<ClInclude Include="Common\IndexGenerator.h" />
<ClInclude Include="Common\PostShader.h" />
<ClInclude Include="Common\ShaderCommon.h" />
<ClInclude Include="Common\SoftwareTransformCommon.h" />
<ClInclude Include="Common\SplineCommon.h" />
<ClInclude Include="Common\TextureDecoderNEON.h">

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@ -195,6 +195,9 @@
<ClInclude Include="Common\GPUStateUtils.h">
<Filter>Common</Filter>
</ClInclude>
<ClInclude Include="Common\ShaderCommon.h">
<Filter>Common</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<ClCompile Include="Math3D.cpp">
@ -375,4 +378,4 @@
<Filter>GLES</Filter>
</ClCompile>
</ItemGroup>
</Project>
</Project>

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@ -120,6 +120,11 @@ public:
virtual void ClearShaderCache() {}
virtual void CleanupBeforeUI() {}
std::vector<std::string> DebugGetShaderIDs(DebugShaderType shader) override { return std::vector<std::string>(); };
std::string DebugGetShaderString(std::string id, DebugShaderType shader, DebugShaderStringType stringType) override {
return "N/A";
}
protected:
// To avoid virtual calls to PreExecuteOp().
virtual void FastRunLoop(DisplayList &list) = 0;

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@ -24,6 +24,7 @@
#include "GPU/GPU.h"
#include "Core/MemMap.h"
#include "GPU/ge_constants.h"
#include "GPU/Common/ShaderCommon.h"
struct PspGeListArgs;
struct GPUgstate;
@ -285,4 +286,8 @@ public:
virtual const std::list<int>& GetDisplayLists() = 0;
virtual bool DecodeTexture(u8* dest, const GPUgstate &state) = 0;
virtual std::vector<FramebufferInfo> GetFramebufferList() = 0;
// For debugging. The IDs returned are opaque, do not poke in them or display them in any way.
virtual std::vector<std::string> DebugGetShaderIDs(DebugShaderType type) = 0;
virtual std::string DebugGetShaderString(std::string id, DebugShaderType type, DebugShaderStringType stringType) = 0;
};

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@ -67,6 +67,7 @@ void DevMenu::CreatePopupContents(UI::ViewGroup *parent) {
parent->Add(new Choice(dev->T("Logging Channels")))->OnClick.Handle(this, &DevMenu::OnLogConfig);
parent->Add(new Choice(sy->T("Developer Tools")))->OnClick.Handle(this, &DevMenu::OnDeveloperTools);
parent->Add(new Choice(dev->T("Jit Compare")))->OnClick.Handle(this, &DevMenu::OnJitCompare);
parent->Add(new Choice(dev->T("Shader Viewer")))->OnClick.Handle(this, &DevMenu::OnShaderView);
parent->Add(new Choice(dev->T("Toggle Freeze")))->OnClick.Handle(this, &DevMenu::OnFreezeFrame);
parent->Add(new Choice(dev->T("Dump Frame GPU Commands")))->OnClick.Handle(this, &DevMenu::OnDumpFrame);
parent->Add(new Choice(dev->T("Toggle Audio Debug")))->OnClick.Handle(this, &DevMenu::OnToggleAudioDebug);
@ -110,6 +111,14 @@ UI::EventReturn DevMenu::OnJitCompare(UI::EventParams &e) {
return UI::EVENT_DONE;
}
UI::EventReturn DevMenu::OnShaderView(UI::EventParams &e) {
UpdateUIState(UISTATE_PAUSEMENU);
screenManager()->push(new ShaderListScreen());
return UI::EVENT_DONE;
}
UI::EventReturn DevMenu::OnFreezeFrame(UI::EventParams &e) {
if (PSP_CoreParameter().frozen) {
PSP_CoreParameter().frozen = false;
@ -761,7 +770,6 @@ void JitCompareScreen::OnRandomBlock(int flag) {
UpdateDisasm();
}
UI::EventReturn JitCompareScreen::OnCurrentBlock(UI::EventParams &e) {
if (!MIPSComp::jit) {
return UI::EVENT_DONE;
@ -778,173 +786,74 @@ UI::EventReturn JitCompareScreen::OnCurrentBlock(UI::EventParams &e) {
return UI::EVENT_DONE;
}
static const uint32_t nice_colors[] = {
0xFF8040,
0x80FF40,
0x8040FF,
0xFFFF40,
0x40FFFF,
0xFF70FF,
0xc0c0c0,
0xb040c0,
0x184099,
0xCC3333,
0xFF99CC,
0x3399CC,
0x990000,
0x003366,
0xF8F8F8,
0x33FFFF,
};
enum ProfileCatStatus {
PROFILE_CAT_VISIBLE = 0,
PROFILE_CAT_IGNORE = 1,
PROFILE_CAT_NOLEGEND = 2,
};
void DrawProfile(UIContext &ui) {
#ifdef USE_PROFILER
int numCategories = Profiler_GetNumCategories();
int historyLength = Profiler_GetHistoryLength();
ui.SetFontStyle(ui.theme->uiFont);
static float lastMaxVal = 1.0f / 60.0f;
float legendMinVal = lastMaxVal * (1.0f / 120.0f);
std::vector<float> history;
std::vector<ProfileCatStatus> catStatus;
history.resize(historyLength);
catStatus.resize(numCategories);
float rowH = 30.0f;
float legendHeight = 0.0f;
float legendWidth = 80.0f;
for (int i = 0; i < numCategories; i++) {
const char *name = Profiler_GetCategoryName(i);
if (!strcmp(name, "timing")) {
catStatus[i] = PROFILE_CAT_IGNORE;
continue;
}
Profiler_GetHistory(i, &history[0], historyLength);
catStatus[i] = PROFILE_CAT_NOLEGEND;
for (int j = 0; j < historyLength; ++j) {
if (history[j] > legendMinVal) {
catStatus[i] = PROFILE_CAT_VISIBLE;
break;
}
}
// So they don't move horizontally, we always measure.
float w = 0.0f, h = 0.0f;
ui.MeasureText(ui.GetFontStyle(), name, &w, &h);
if (w > legendWidth) {
legendWidth = w;
}
legendHeight += rowH;
void ShaderListScreen::ListShaders(DebugShaderType shaderType, UI::LinearLayout *view) {
using namespace UI;
std::vector<std::string> shaderIds_ = gpu->DebugGetShaderIDs(shaderType);
for (auto id : shaderIds_) {
Choice *choice = view->Add(new Choice(gpu->DebugGetShaderString(id, shaderType, SHADER_STRING_SHORT_DESC)));
choice->SetTag(id);
choice->OnClick.Handle(this, &ShaderListScreen::OnShaderClick);
}
legendWidth += 20.0f;
float legendStartY = legendHeight > ui.GetBounds().centerY() ? ui.GetBounds().y2() - legendHeight : ui.GetBounds().centerY();
float legendStartX = ui.GetBounds().x2() - std::min(legendWidth, 200.0f);
const uint32_t opacity = 140 << 24;
int legendNum = 0;
for (int i = 0; i < numCategories; i++) {
const char *name = Profiler_GetCategoryName(i);
uint32_t color = nice_colors[i % ARRAY_SIZE(nice_colors)];
if (catStatus[i] == PROFILE_CAT_VISIBLE) {
float y = legendStartY + legendNum++ * rowH;
ui.FillRect(UI::Drawable(opacity | color), Bounds(legendStartX, y, rowH - 2, rowH - 2));
ui.DrawTextShadow(name, legendStartX + rowH + 2, y, 0xFFFFFFFF, ALIGN_VBASELINE);
}
}
float graphWidth = ui.GetBounds().x2() - legendWidth - 20.0f;
float graphHeight = ui.GetBounds().h * 0.8f;
float dx = graphWidth / historyLength;
/*
ui.Flush();
ui.BeginNoTex();
*/
bool area = true;
float minVal = 0.0f;
float maxVal = lastMaxVal; // TODO - adjust to frame length
if (maxVal < 0.001f)
maxVal = 0.001f;
if (maxVal > 1.0f / 15.0f)
maxVal = 1.0f / 15.0f;
float scale = (graphHeight) / (maxVal - minVal);
float y_60th = ui.GetBounds().y2() - 10 - (1.0f / 60.0f) * scale;
float y_1ms = ui.GetBounds().y2() - 10 - (1.0f / 1000.0f) * scale;
ui.FillRect(UI::Drawable(0x80FFFF00), Bounds(0, y_60th, graphWidth, 2));
ui.FillRect(UI::Drawable(0x80FFFF00), Bounds(0, y_1ms, graphWidth, 2));
ui.DrawTextShadow("1/60s", 5, y_60th, 0x80FFFF00);
ui.DrawTextShadow("1ms", 5, y_1ms, 0x80FFFF00);
std::vector<float> total;
total.resize(historyLength);
maxVal = 0.0f;
float maxTotal = 0.0f;
for (int i = 0; i < numCategories; i++) {
if (catStatus[i] == PROFILE_CAT_IGNORE) {
continue;
}
Profiler_GetHistory(i, &history[0], historyLength);
float x = 10;
uint32_t col = nice_colors[i % ARRAY_SIZE(nice_colors)];
if (area)
col = opacity | (col & 0xFFFFFF);
UI::Drawable color(col);
UI::Drawable outline((opacity >> 1) | 0xFFFFFF);
if (area) {
for (int n = 0; n < historyLength; n++) {
float val = history[n];
float valY1 = ui.GetBounds().y2() - 10 - (val + total[n]) * scale;
float valY2 = ui.GetBounds().y2() - 10 - total[n] * scale;
ui.FillRect(outline, Bounds(x, valY2, dx, 1.0f));
ui.FillRect(color, Bounds(x, valY1, dx, valY2 - valY1));
x += dx;
total[n] += val;
}
} else {
for (int n = 0; n < historyLength; n++) {
float val = history[n];
if (val > maxVal)
maxVal = val;
float valY = ui.GetBounds().y2() - 10 - history[n] * scale;
ui.FillRect(color, Bounds(x, valY, dx, 5));
x += dx;
}
}
}
for (int n = 0; n < historyLength; n++) {
if (total[n] > maxTotal)
maxTotal = total[n];
}
if (area) {
maxVal = maxTotal;
}
lastMaxVal = lastMaxVal * 0.95f + maxVal * 0.05f;
#endif
}
void ShaderListScreen::CreateViews() {
using namespace UI;
LinearLayout *layout = new LinearLayout(ORIENT_VERTICAL);
root_ = layout;
tabs_ = new TabHolder(ORIENT_HORIZONTAL, 40, new LinearLayoutParams(1.0));
layout->Add(tabs_);
layout->Add(new Button("Back"))->OnClick.Handle<UIScreen>(this, &UIScreen::OnBack);
ScrollView *vs_scroll = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(1.0));
ScrollView *fs_scroll = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(1.0));
LinearLayout *vshaderList = new LinearLayout(ORIENT_VERTICAL, new LayoutParams(FILL_PARENT, WRAP_CONTENT));
LinearLayout *fshaderList = new LinearLayout(ORIENT_VERTICAL, new LayoutParams(FILL_PARENT, WRAP_CONTENT));
ListShaders(SHADER_TYPE_VERTEX, vshaderList);
ListShaders(SHADER_TYPE_FRAGMENT, fshaderList);
vs_scroll->Add(vshaderList);
fs_scroll->Add(fshaderList);
tabs_->AddTab("Vertex", vs_scroll);
tabs_->AddTab("Fragment", fs_scroll);
}
UI::EventReturn ShaderListScreen::OnShaderClick(UI::EventParams &e) {
using namespace UI;
std::string id = e.v->Tag();
DebugShaderType type = SHADER_TYPE_VERTEX;
if (tabs_->GetCurrentTab() == 1) {
type = SHADER_TYPE_FRAGMENT;
}
screenManager()->push(new ShaderViewScreen(id, type));
return EVENT_DONE;
}
void ShaderViewScreen::CreateViews() {
using namespace UI;
LinearLayout *layout = new LinearLayout(ORIENT_VERTICAL);
root_ = layout;
layout->Add(new TextView(gpu->DebugGetShaderString(id_, type_, SHADER_STRING_SHORT_DESC)));
ScrollView *scroll = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(1.0));
layout->Add(scroll);
LinearLayout *lineLayout = new LinearLayout(ORIENT_VERTICAL, new LinearLayoutParams(FILL_PARENT, WRAP_CONTENT));
lineLayout->SetSpacing(0.0);
scroll->Add(lineLayout);
std::vector<std::string> lines;
SplitString(gpu->DebugGetShaderString(id_, type_, SHADER_STRING_SOURCE_CODE), '\n', lines);
for (auto line : lines) {
lineLayout->Add(new TextView(line, FLAG_DYNAMIC_ASCII, true));
}
layout->Add(new Button("Back"))->OnClick.Handle<UIScreen>(this, &UIScreen::OnBack);
}

View File

@ -26,6 +26,7 @@
#include "ui/ui_screen.h"
#include "UI/MiscScreens.h"
#include "GPU/Common/ShaderCommon.h"
class DevMenu : public PopupScreen {
public:
@ -38,6 +39,7 @@ protected:
UI::EventReturn OnLogView(UI::EventParams &e);
UI::EventReturn OnLogConfig(UI::EventParams &e);
UI::EventReturn OnJitCompare(UI::EventParams &e);
UI::EventReturn OnShaderView(UI::EventParams &e);
UI::EventReturn OnFreezeFrame(UI::EventParams &e);
UI::EventReturn OnDumpFrame(UI::EventParams &e);
UI::EventReturn OnDeveloperTools(UI::EventParams &e);
@ -141,5 +143,28 @@ private:
UI::LinearLayout *rightDisasm_;
};
class ShaderListScreen : public UIDialogScreenWithBackground {
public:
ShaderListScreen() {}
void CreateViews() override;
private:
void ListShaders(DebugShaderType shaderType, UI::LinearLayout *view);
UI::EventReturn OnShaderClick(UI::EventParams &e);
UI::TabHolder *tabs_;
};
class ShaderViewScreen : public UIDialogScreenWithBackground {
public:
ShaderViewScreen(std::string id, DebugShaderType type)
: id_(id), type_(type) {}
void CreateViews() override;
private:
std::string id_;
DebugShaderType type_;
};
void DrawProfile(UIContext &ui);

View File

@ -63,6 +63,7 @@
#include "UI/ControlMappingScreen.h"
#include "UI/GameSettingsScreen.h"
#include "UI/InstallZipScreen.h"
#include "UI/ProfilerDraw.h"
EmuScreen::EmuScreen(const std::string &filename)
: bootPending_(true), gamePath_(filename), invalid_(true), quit_(false), pauseTrigger_(false), saveStatePreviewShownTime_(0.0), saveStatePreview_(nullptr) {

192
UI/ProfilerDraw.cpp Normal file
View File

@ -0,0 +1,192 @@
// Copyright (c) 2014- PPSSPP Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0 or later versions.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#include <inttypes.h>
#include "ui/ui_context.h"
#include "profiler/profiler.h"
static const uint32_t nice_colors[] = {
0xFF8040,
0x80FF40,
0x8040FF,
0xFFFF40,
0x40FFFF,
0xFF70FF,
0xc0c0c0,
0xb040c0,
0x184099,
0xCC3333,
0xFF99CC,
0x3399CC,
0x990000,
0x003366,
0xF8F8F8,
0x33FFFF,
};
enum ProfileCatStatus {
PROFILE_CAT_VISIBLE = 0,
PROFILE_CAT_IGNORE = 1,
PROFILE_CAT_NOLEGEND = 2,
};
void DrawProfile(UIContext &ui) {
#ifdef USE_PROFILER
int numCategories = Profiler_GetNumCategories();
int historyLength = Profiler_GetHistoryLength();
ui.SetFontStyle(ui.theme->uiFont);
static float lastMaxVal = 1.0f / 60.0f;
float legendMinVal = lastMaxVal * (1.0f / 120.0f);
std::vector<float> history;
std::vector<ProfileCatStatus> catStatus;
history.resize(historyLength);
catStatus.resize(numCategories);
float rowH = 30.0f;
float legendHeight = 0.0f;
float legendWidth = 80.0f;
for (int i = 0; i < numCategories; i++) {
const char *name = Profiler_GetCategoryName(i);
if (!strcmp(name, "timing")) {
catStatus[i] = PROFILE_CAT_IGNORE;
continue;
}
Profiler_GetHistory(i, &history[0], historyLength);
catStatus[i] = PROFILE_CAT_NOLEGEND;
for (int j = 0; j < historyLength; ++j) {
if (history[j] > legendMinVal) {
catStatus[i] = PROFILE_CAT_VISIBLE;
break;
}
}
// So they don't move horizontally, we always measure.
float w = 0.0f, h = 0.0f;
ui.MeasureText(ui.GetFontStyle(), name, &w, &h);
if (w > legendWidth) {
legendWidth = w;
}
legendHeight += rowH;
}
legendWidth += 20.0f;
float legendStartY = legendHeight > ui.GetBounds().centerY() ? ui.GetBounds().y2() - legendHeight : ui.GetBounds().centerY();
float legendStartX = ui.GetBounds().x2() - std::min(legendWidth, 200.0f);
const uint32_t opacity = 140 << 24;
int legendNum = 0;
for (int i = 0; i < numCategories; i++) {
const char *name = Profiler_GetCategoryName(i);
uint32_t color = nice_colors[i % ARRAY_SIZE(nice_colors)];
if (catStatus[i] == PROFILE_CAT_VISIBLE) {
float y = legendStartY + legendNum++ * rowH;
ui.FillRect(UI::Drawable(opacity | color), Bounds(legendStartX, y, rowH - 2, rowH - 2));
ui.DrawTextShadow(name, legendStartX + rowH + 2, y, 0xFFFFFFFF, ALIGN_VBASELINE);
}
}
float graphWidth = ui.GetBounds().x2() - legendWidth - 20.0f;
float graphHeight = ui.GetBounds().h * 0.8f;
float dx = graphWidth / historyLength;
/*
ui.Flush();
ui.BeginNoTex();
*/
bool area = true;
float minVal = 0.0f;
float maxVal = lastMaxVal; // TODO - adjust to frame length
if (maxVal < 0.001f)
maxVal = 0.001f;
if (maxVal > 1.0f / 15.0f)
maxVal = 1.0f / 15.0f;
float scale = (graphHeight) / (maxVal - minVal);
float y_60th = ui.GetBounds().y2() - 10 - (1.0f / 60.0f) * scale;
float y_1ms = ui.GetBounds().y2() - 10 - (1.0f / 1000.0f) * scale;
ui.FillRect(UI::Drawable(0x80FFFF00), Bounds(0, y_60th, graphWidth, 2));
ui.FillRect(UI::Drawable(0x80FFFF00), Bounds(0, y_1ms, graphWidth, 2));
ui.DrawTextShadow("1/60s", 5, y_60th, 0x80FFFF00);
ui.DrawTextShadow("1ms", 5, y_1ms, 0x80FFFF00);
std::vector<float> total;
total.resize(historyLength);
maxVal = 0.0f;
float maxTotal = 0.0f;
for (int i = 0; i < numCategories; i++) {
if (catStatus[i] == PROFILE_CAT_IGNORE) {
continue;
}
Profiler_GetHistory(i, &history[0], historyLength);
float x = 10;
uint32_t col = nice_colors[i % ARRAY_SIZE(nice_colors)];
if (area)
col = opacity | (col & 0xFFFFFF);
UI::Drawable color(col);
UI::Drawable outline((opacity >> 1) | 0xFFFFFF);
if (area) {
for (int n = 0; n < historyLength; n++) {
float val = history[n];
float valY1 = ui.GetBounds().y2() - 10 - (val + total[n]) * scale;
float valY2 = ui.GetBounds().y2() - 10 - total[n] * scale;
ui.FillRect(outline, Bounds(x, valY2, dx, 1.0f));
ui.FillRect(color, Bounds(x, valY1, dx, valY2 - valY1));
x += dx;
total[n] += val;
}
} else {
for (int n = 0; n < historyLength; n++) {
float val = history[n];
if (val > maxVal)
maxVal = val;
float valY = ui.GetBounds().y2() - 10 - history[n] * scale;
ui.FillRect(color, Bounds(x, valY, dx, 5));
x += dx;
}
}
}
for (int n = 0; n < historyLength; n++) {
if (total[n] > maxTotal)
maxTotal = total[n];
}
if (area) {
maxVal = maxTotal;
}
lastMaxVal = lastMaxVal * 0.95f + maxVal * 0.05f;
#endif
}

9
UI/ProfilerDraw.h Normal file
View File

@ -0,0 +1,9 @@
#pragma once
class UIContext;
#ifdef USE_PROFILER
void DrawProfile(UIContext &ui);
#endif

View File

@ -33,6 +33,7 @@
<ClCompile Include="NativeApp.cpp" />
<ClCompile Include="OnScreenDisplay.cpp" />
<ClCompile Include="PauseScreen.cpp" />
<ClCompile Include="ProfilerDraw.cpp" />
<ClCompile Include="ReportScreen.cpp" />
<ClCompile Include="SavedataScreen.cpp" />
<ClCompile Include="Store.cpp" />
@ -57,6 +58,7 @@
<ClInclude Include="MiscScreens.h" />
<ClInclude Include="OnScreenDisplay.h" />
<ClInclude Include="PauseScreen.h" />
<ClInclude Include="ProfilerDraw.h" />
<ClInclude Include="ReportScreen.h" />
<ClInclude Include="SavedataScreen.h" />
<ClInclude Include="Store.h" />
@ -217,4 +219,4 @@
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project>
</Project>

View File

@ -56,6 +56,9 @@
<ClCompile Include="SavedataScreen.cpp">
<Filter>Screens</Filter>
</ClCompile>
<ClCompile Include="ProfilerDraw.cpp">
<Filter>Screens</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="GameInfoCache.h" />
@ -112,6 +115,9 @@
<ClInclude Include="SavedataScreen.h">
<Filter>Screens</Filter>
</ClInclude>
<ClInclude Include="ProfilerDraw.h">
<Filter>Screens</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<Filter Include="Screens">

View File

@ -562,7 +562,7 @@ namespace MainWindow
static double lastMouseDown;
double now = real_time_now();
if ((now - lastMouseDown) < 0.001 * GetDoubleClickTime()) {
if (!g_Config.bShowTouchControls && GetUIState() == UISTATE_INGAME) {
if (!g_Config.bShowTouchControls && GetUIState() == UISTATE_INGAME && g_Config.bFullscreenOnDoubleclick) {
SendToggleFullscreen(!g_Config.bFullScreen);
}
lastMouseDown = 0.0;

View File

@ -349,6 +349,7 @@ LOCAL_SRC_FILES := \
$(SRC)/UI/TouchControlVisibilityScreen.cpp \
$(SRC)/UI/CwCheatScreen.cpp \
$(SRC)/UI/InstallZipScreen.cpp \
$(SRC)/UI/ProfilerDraw.cpp \
$(SRC)/UI/NativeApp.cpp
ifneq ($(SKIPAPP),1)