ppsspp/GPU/Common/GPUDebugInterface.h
Unknown W. Brackets eb95b99523 GE Debugger: Add option to auto flush.
This makes it easier to see what's happening in each draw.
2022-01-22 13:12:59 -08:00

254 lines
6.7 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 <vector>
#include <string>
#include "GPU/GPU.h"
#include "GPU/GPUInterface.h"
#include "Core/MemMap.h"
struct GPUDebugOp {
u32 pc;
u8 cmd;
u32 op;
std::string desc;
};
enum GPUDebugBufferFormat {
// These match GEBufferFormat.
GPU_DBG_FORMAT_565 = 0,
GPU_DBG_FORMAT_5551 = 1,
GPU_DBG_FORMAT_4444 = 2,
GPU_DBG_FORMAT_8888 = 3,
GPU_DBG_FORMAT_INVALID = 0xFF,
// These are reversed versions.
GPU_DBG_FORMAT_REVERSE_FLAG = 4,
GPU_DBG_FORMAT_565_REV = 4,
GPU_DBG_FORMAT_5551_REV = 5,
GPU_DBG_FORMAT_4444_REV = 6,
// 565 is just reversed, the others have B and R swapped.
GPU_DBG_FORMAT_565_BGRA = 0x04,
GPU_DBG_FORMAT_BRSWAP_FLAG = 0x08,
GPU_DBG_FORMAT_5551_BGRA = 0x09,
GPU_DBG_FORMAT_4444_BGRA = 0x0A,
GPU_DBG_FORMAT_8888_BGRA = 0x0B,
// These don't, they're for depth/stencil buffers.
GPU_DBG_FORMAT_FLOAT = 0x10,
GPU_DBG_FORMAT_16BIT = 0x11,
GPU_DBG_FORMAT_8BIT = 0x12,
GPU_DBG_FORMAT_24BIT_8X = 0x13,
GPU_DBG_FORMAT_24X_8BIT = 0x14,
GPU_DBG_FORMAT_FLOAT_DIV_256 = 0x18,
GPU_DBG_FORMAT_24BIT_8X_DIV_256 = 0x1B,
// This is used for screenshots, mainly.
GPU_DBG_FORMAT_888_RGB = 0x20,
};
enum GPUDebugFramebufferType {
// The current render target.
GPU_DBG_FRAMEBUF_RENDER,
// The current display target (not the displayed screen, though.)
GPU_DBG_FRAMEBUF_DISPLAY,
};
inline GPUDebugBufferFormat &operator |=(GPUDebugBufferFormat &lhs, const GPUDebugBufferFormat &rhs) {
lhs = GPUDebugBufferFormat((int)lhs | (int)rhs);
return lhs;
}
struct GPUDebugBuffer {
GPUDebugBuffer() {
}
GPUDebugBuffer(void *data, u32 stride, u32 height, GEBufferFormat fmt, bool reversed = false)
: alloc_(false), data_((u8 *)data), stride_(stride), height_(height), fmt_(GPUDebugBufferFormat(fmt)), flipped_(false) {
if (reversed && fmt_ < GPU_DBG_FORMAT_8888) {
fmt_ |= GPU_DBG_FORMAT_REVERSE_FLAG;
}
}
GPUDebugBuffer(void *data, u32 stride, u32 height, GETextureFormat fmt, bool reversed = false)
: alloc_(false), data_((u8 *)data), stride_(stride), height_(height), fmt_(GPUDebugBufferFormat(fmt)), flipped_(false) {
if (reversed && fmt_ < GPU_DBG_FORMAT_8888) {
fmt_ |= GPU_DBG_FORMAT_REVERSE_FLAG;
}
}
GPUDebugBuffer(void *data, u32 stride, u32 height, GPUDebugBufferFormat fmt)
: alloc_(false), data_((u8 *)data), stride_(stride), height_(height), fmt_(fmt), flipped_(false) {
}
GPUDebugBuffer(GPUDebugBuffer &&other) noexcept {
alloc_ = other.alloc_;
data_ = other.data_;
height_ = other.height_;
stride_ = other.stride_;
flipped_ = other.flipped_;
fmt_ = other.fmt_;
other.alloc_ = false;
other.data_ = nullptr;
}
~GPUDebugBuffer() {
Free();
}
GPUDebugBuffer &operator = (GPUDebugBuffer &&other) noexcept {
if (this != &other) {
Free();
alloc_ = other.alloc_;
data_ = other.data_;
height_ = other.height_;
stride_ = other.stride_;
flipped_ = other.flipped_;
fmt_ = other.fmt_;
other.alloc_ = false;
other.data_ = nullptr;
}
return *this;
}
void Allocate(u32 stride, u32 height, GEBufferFormat fmt, bool flipped = false, bool reversed = false);
void Allocate(u32 stride, u32 height, GPUDebugBufferFormat fmt, bool flipped = false);
void Free();
u8 *GetData() {
return data_;
}
u32 GetRawPixel(int x, int y) const;
void SetRawPixel(int x, int y, u32 c);
const u8 *GetData() const {
return data_;
}
u32 GetHeight() const {
return height_;
}
u32 GetStride() const {
return stride_;
}
bool GetFlipped() const {
return flipped_;
}
GPUDebugBufferFormat GetFormat() const {
return fmt_;
}
u32 PixelSize() const;
private:
bool alloc_ = false;
u8 *data_ = nullptr;
u32 stride_ = 0;
u32 height_ = 0;
GPUDebugBufferFormat fmt_ = GPU_DBG_FORMAT_INVALID;
bool flipped_ = false;
};
struct GPUDebugVertex {
float u;
float v;
float x;
float y;
float z;
u8 c[4];
float nx;
float ny;
float nz;
};
class GPUDebugInterface {
public:
virtual bool GetCurrentDisplayList(DisplayList &list) = 0;
virtual std::vector<DisplayList> ActiveDisplayLists() = 0;
virtual void ResetListPC(int listID, u32 pc) = 0;
virtual void ResetListStall(int listID, u32 stall) = 0;
virtual void ResetListState(int listID, DisplayListState state) = 0;
GPUDebugOp DissassembleOp(u32 pc) {
return DissassembleOp(pc, Memory::Read_U32(pc));
}
virtual GPUDebugOp DissassembleOp(u32 pc, u32 op) = 0;
virtual std::vector<GPUDebugOp> DissassembleOpRange(u32 startpc, u32 endpc) = 0;
// Enter/exit stepping mode. Mainly for better debug stats on time taken.
virtual void NotifySteppingEnter() = 0;
virtual void NotifySteppingExit() = 0;
virtual u32 GetRelativeAddress(u32 data) = 0;
virtual u32 GetVertexAddress() = 0;
virtual u32 GetIndexAddress() = 0;
virtual GPUgstate GetGState() = 0;
// Needs to be called from the GPU thread.
// Calling from a separate thread (e.g. UI) may fail.
virtual void SetCmdValue(u32 op) = 0;
virtual void DispatchFlush() = 0;
virtual bool GetCurrentSimpleVertices(int count, std::vector<GPUDebugVertex> &vertices, std::vector<u16> &indices) {
return false;
}
// Needs to be called from the GPU thread, so on the same thread as a notification is fine.
// Calling from a separate thread (e.g. UI) may fail.
virtual bool GetCurrentFramebuffer(GPUDebugBuffer &buffer, GPUDebugFramebufferType type, int maxRes = -1) {
// False means unsupported.
return false;
}
// Similar to GetCurrentFramebuffer().
virtual bool GetCurrentDepthbuffer(GPUDebugBuffer &buffer) {
return false;
}
// Similar to GetCurrentFramebuffer().
virtual bool GetCurrentStencilbuffer(GPUDebugBuffer &buffer) {
return false;
}
// Similar to GetCurrentFramebuffer(), with texture level specification.
virtual bool GetCurrentTexture(GPUDebugBuffer &buffer, int level) {
return false;
}
virtual bool GetCurrentClut(GPUDebugBuffer &buffer) {
return false;
}
virtual bool GetOutputFramebuffer(GPUDebugBuffer &buffer) {
return false;
}
// TODO:
// cached framebuffers / textures / vertices?
// get content of specific framebuffer / texture?
// vertex / texture decoding?
};