ppsspp/GPU/Debugger/Stepping.h
Unknown W. Brackets f1afc51994 GE Debugger: Refactor out stepping callback.
In case we have multiple connected debuggers, we don't want just a
callback.  A counter works fine.
2018-09-01 09:41:20 -07:00

45 lines
1.6 KiB
C++

// Copyright (c) 2013- 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 <functional>
#include "Common/CommonTypes.h"
#include "Core/Core.h"
#include "GPU/Common/GPUDebugInterface.h"
namespace GPUStepping {
// Should be called from the emu thread.
// Begins stepping and increments the stepping counter while inside a lock.
bool EnterStepping();
bool SingleStep();
bool IsStepping();
int GetSteppingCounter();
bool GPU_GetOutputFramebuffer(const GPUDebugBuffer *&buffer);
bool GPU_GetCurrentFramebuffer(const GPUDebugBuffer *&buffer, GPUDebugFramebufferType type);
bool GPU_GetCurrentDepthbuffer(const GPUDebugBuffer *&buffer);
bool GPU_GetCurrentStencilbuffer(const GPUDebugBuffer *&buffer);
bool GPU_GetCurrentTexture(const GPUDebugBuffer *&buffer, int level);
bool GPU_GetCurrentClut(const GPUDebugBuffer *&buffer);
bool GPU_SetCmdValue(u32 op);
void ResumeFromStepping();
void ForceUnpause();
};