ppsspp/Windows/GEDebugger/GEDebugger.h
Unknown W. Brackets 8b5669828b Add watchlist feature to the GE debugger.
This way you can pick out items you want to watch.
2016-05-21 19:11:42 -07:00

112 lines
3.1 KiB
C++

// Copyright (c) 2012- 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
#include "Common/CommonWindows.h"
#include "GPU/Common/GPUDebugInterface.h"
#include "Globals.h"
#include "Windows/resource.h"
#include "Windows/W32Util/DialogManager.h"
#include "Windows/W32Util/TabControl.h"
#include "Windows/GEDebugger/SimpleGLWindow.h"
enum {
WM_GEDBG_BREAK_CMD = WM_USER + 200,
WM_GEDBG_BREAK_DRAW,
WM_GEDBG_STEPDISPLAYLIST,
WM_GEDBG_TOGGLEPCBREAKPOINT,
WM_GEDBG_RUNTOWPARAM,
WM_GEDBG_SETCMDWPARAM,
WM_GEDBG_UPDATE_WATCH,
};
enum BreakNextType {
BREAK_NONE,
BREAK_NEXT_OP,
BREAK_NEXT_DRAW,
BREAK_NEXT_TEX,
BREAK_NEXT_NONTEX,
BREAK_NEXT_FRAME,
BREAK_NEXT_PRIM,
};
class CtrlDisplayListView;
class TabDisplayLists;
class TabStateFlags;
class TabStateLighting;
class TabStateTexture;
class TabStateSettings;
class TabVertices;
class TabMatrices;
class TabStateWatch;
struct GPUgstate;
class CGEDebugger : public Dialog {
public:
CGEDebugger(HINSTANCE _hInstance, HWND _hParent);
~CGEDebugger();
static void Init();
protected:
BOOL DlgProc(UINT message, WPARAM wParam, LPARAM lParam);
private:
void SetupPreviews();
void UpdatePreviews();
void UpdatePrimaryPreview(const GPUgstate &state);
void UpdateSecondPreview(const GPUgstate &state);
void UpdatePrimPreview(u32 op);
void CleanupPrimPreview();
void UpdateSize(WORD width, WORD height);
void SavePosition();
void SetBreakNext(BreakNextType type);
void UpdateTextureLevel(int level);
void DescribePrimaryPreview(const GPUgstate &state, wchar_t desc[256]);
void DescribeSecondPreview(const GPUgstate &state, wchar_t desc[256]);
void PrimaryPreviewHover(int x, int y);
void SecondPreviewHover(int x, int y);
void DescribePixel(u32 pix, GPUDebugBufferFormat fmt, int x, int y, wchar_t desc[256]);
void DescribePixelRGBA(u32 pix, GPUDebugBufferFormat fmt, int x, int y, wchar_t desc[256]);
u32 TexturePreviewFlags(const GPUgstate &state);
CtrlDisplayListView *displayList;
TabDisplayLists *lists;
TabStateFlags *flags;
TabStateLighting *lighting;
TabStateTexture *textureState;
TabStateSettings *settings;
TabVertices *vertices;
TabMatrices *matrices;
SimpleGLWindow *primaryWindow;
SimpleGLWindow *secondWindow;
TabStateWatch *watch;
TabControl *tabs;
TabControl *fbTabs;
int textureLevel_;
bool showClut_;
bool forceOpaque_;
// The most recent primary/framebuffer and texture buffers.
const GPUDebugBuffer *primaryBuffer_;
const GPUDebugBuffer *secondBuffer_;
int minWidth_;
int minHeight_;
};