DX9, Debugger: Implement pixel/vertex shader and texture dumping.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6322 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
NeoBrainX 2010-10-31 11:38:06 +00:00
parent 922bb419f4
commit 6b0ac026bc
3 changed files with 173 additions and 2 deletions

View File

@ -214,7 +214,7 @@ void GFXDebuggerDX9::CreateGUIControls()
m_pDumpList->Append(wxT("Texture 4"));
m_pDumpList->Append(wxT("Texture 5"));
m_pDumpList->Append(wxT("Texture 6"));
m_pDumpList->Append(wxT("Texture 8"));
m_pDumpList->Append(wxT("Texture 7"));
m_pDumpList->Append(wxT("Frame Buffer"));
m_pDumpList->Append(wxT("Vertices"));
m_pDumpList->Append(wxT("Vertex Description"));
@ -313,6 +313,150 @@ void GFXDebuggerDX9::OnPauseAtNextFrameButton(wxCommandEvent& event)
void GFXDebuggerDX9::OnDumpButton(wxCommandEvent& event)
{
switch (m_pDumpList->GetSelection())
{
case 0: // Pixel Shader
{
char filename[MAX_PATH];
sprintf(filename, "%s/Debug/%s/dump_ps.txt", File::GetUserPath(D_DUMP_IDX), globals->unique_id);
File::CreateEmptyFile(filename);
File::WriteStringToFile(true, PixelShaderCache::GetCurrentShaderCode(), filename);
break;
}
case 1: // Vertex Shader
{
char filename[MAX_PATH];
sprintf(filename, "%s/Debug/%s/dump_vs.txt", File::GetUserPath(D_DUMP_IDX), globals->unique_id);
File::CreateEmptyFile(filename);
File::WriteStringToFile(true, VertexShaderCache::GetCurrentShaderCode(), filename);
break;
}
case 2: // Pixel Shader Constants
{
char filename[MAX_PATH];
sprintf(filename, "%s/Debug/%s/dump_ps_consts.txt", File::GetUserPath(D_DUMP_IDX), globals->unique_id);
FILE* file = fopen(filename, "w");
float constants[4*C_PENVCONST_END];
D3D::dev->GetVertexShaderConstantF(0, constants, C_PENVCONST_END);
for(unsigned int i = C_COLORS;i < C_KCOLORS; i++)
fprintf(file, "Constant POSNORMALMATRIX %d: %f %f %f %f\n", i, constants[4*i], constants[4*i+1], constants[4*i+2], constants[4*i+3]);
for(unsigned int i = C_KCOLORS;i < C_ALPHA; i++)
fprintf(file, "Constant KCOLORS %d: %f %f %f %f\n", i, constants[4*i], constants[4*i+1], constants[4*i+2], constants[4*i+3]);
for(unsigned int i = C_ALPHA;i < C_TEXDIMS; i++)
fprintf(file, "Constant ALPHA %d: %f %f %f %f\n", i, constants[4*i], constants[4*i+1], constants[4*i+2], constants[4*i+3]);
for(unsigned int i = C_TEXDIMS;i < C_ZBIAS; i++)
fprintf(file, "Constant TEXDIMS %d: %f %f %f %f\n", i, constants[4*i], constants[4*i+1], constants[4*i+2], constants[4*i+3]);
for(unsigned int i = C_ZBIAS;i < C_INDTEXSCALE; i++)
fprintf(file, "Constant ZBIAS %d: %f %f %f %f\n", i, constants[4*i], constants[4*i+1], constants[4*i+2], constants[4*i+3]);
for(unsigned int i = C_INDTEXSCALE;i < C_INDTEXMTX; i++)
fprintf(file, "Constant INDTEXSCALE %d: %f %f %f %f\n", i, constants[4*i], constants[4*i+1], constants[4*i+2], constants[4*i+3]);
for(unsigned int i = C_INDTEXMTX;i < C_FOG; i++)
fprintf(file, "Constant INDTEXMTX %d: %f %f %f %f\n", i, constants[4*i], constants[4*i+1], constants[4*i+2], constants[4*i+3]);
for(unsigned int i = C_FOG;i < C_COLORMATRIX; i++)
fprintf(file, "Constant FOG %d: %f %f %f %f\n", i, constants[4*i], constants[4*i+1], constants[4*i+2], constants[4*i+3]);
for(unsigned int i = C_COLORMATRIX;i < C_PENVCONST_END; i++)
fprintf(file, "Constant COLORMATRIX %d: %f %f %f %f\n", i, constants[4*i], constants[4*i+1], constants[4*i+2], constants[4*i+3]);
fclose(file);
break;
}
case 3: // Vertex Shader Constants
{
char filename[MAX_PATH];
sprintf(filename, "%s/Debug/%s/dump_vs_consts.txt", File::GetUserPath(D_DUMP_IDX), globals->unique_id);
FILE* file = fopen(filename, "w");
float constants[4*C_VENVCONST_END];
D3D::dev->GetVertexShaderConstantF(0, constants, C_VENVCONST_END);
for(unsigned int i = C_POSNORMALMATRIX;i < C_PROJECTION; i++)
fprintf(file, "Constant POSNORMALMATRIX %d: %f %f %f %f\n", i, constants[4*i], constants[4*i+1], constants[4*i+2], constants[4*i+3]);
for(unsigned int i = C_PROJECTION;i < C_MATERIALS; i++)
fprintf(file, "Constant PROJECTION %d: %f %f %f %f\n", i, constants[4*i], constants[4*i+1], constants[4*i+2], constants[4*i+3]);
for(unsigned int i = C_MATERIALS;i < C_LIGHTS; i++)
fprintf(file, "Constant MATERIALS %d: %f %f %f %f\n", i, constants[4*i], constants[4*i+1], constants[4*i+2], constants[4*i+3]);
for(unsigned int i = C_LIGHTS;i < C_TEXMATRICES; i++)
fprintf(file, "Constant LIGHTS %d: %f %f %f %f\n", i, constants[4*i], constants[4*i+1], constants[4*i+2], constants[4*i+3]);
for(unsigned int i = C_TEXMATRICES;i < C_TRANSFORMMATRICES; i++)
fprintf(file, "Constant TEXMATRICES %d: %f %f %f %f\n", i, constants[4*i], constants[4*i+1], constants[4*i+2], constants[4*i+3]);
for(unsigned int i = C_TRANSFORMMATRICES;i < C_NORMALMATRICES; i++)
fprintf(file, "Constant TRANSFORMMATRICES %d: %f %f %f %f\n", i, constants[4*i], constants[4*i+1], constants[4*i+2], constants[4*i+3]);
for(unsigned int i = C_NORMALMATRICES;i < C_POSTTRANSFORMMATRICES; i++)
fprintf(file, "Constant NORMALMATRICES %d: %f %f %f %f\n", i, constants[4*i], constants[4*i+1], constants[4*i+2], constants[4*i+3]);
for(unsigned int i = C_POSTTRANSFORMMATRICES;i < C_DEPTHPARAMS; i++)
fprintf(file, "Constant POSTTRANSFORMMATRICES %d: %f %f %f %f\n", i, constants[4*i], constants[4*i+1], constants[4*i+2], constants[4*i+3]);
for(unsigned int i = C_DEPTHPARAMS;i < C_VENVCONST_END; i++)
fprintf(file, "Constant DEPTHPARAMS %d: %f %f %f %f\n", i, constants[4*i], constants[4*i+1], constants[4*i+2], constants[4*i+3]);
fclose(file);
break;
}
case 4: // Texture 0
case 5: // Texture 1
case 6: // Texture 2
case 7: // Texture 3
case 8: // Texture 4
case 9: // Texture 5
case 10: // Texture 6
case 11: // Texture 7
{
int stage = m_pDumpList->GetSelection() - 4;
IDirect3DTexture9* texture;
D3D::dev->GetTexture(stage, (IDirect3DBaseTexture9**)&texture);
if(!texture) break;
char filename[MAX_PATH];
sprintf(filename, "%s/Debug/%s/dump_tex%d.png", File::GetUserPath(D_DUMP_IDX), globals->unique_id, stage);
IDirect3DSurface9* surface;
texture->GetSurfaceLevel(0, &surface);
HRESULT hr = PD3DXSaveSurfaceToFileA(filename, D3DXIFF_PNG, surface, NULL, NULL);
if (FAILED(hr)) {
MessageBoxA(NULL, "Failed to dump texture...", "Error", MB_OK);
}
surface->Release();
texture->Release();
break;
}
case 12: // Frame Buffer
break;
case 13: // Vertices
break;
case 14: // Vertex Description
break;
case 15: // Vertex Matrices
break;
case 16: // Statistics
break;
}
}
void GFXDebuggerDX9::OnGoButton(wxCommandEvent& event)

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@ -296,6 +296,12 @@ bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
const PSCacheEntry &entry = iter->second;
last_entry = &entry;
#if defined(_DEBUG) || defined(DEBUGFAST)
if(iter->second.code.empty()) {
iter->second.code = std::string(GeneratePixelShaderCode(dstAlphaMode, API_D3D9, components));
}
#endif
DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE,true);
if (entry.shader)
@ -344,6 +350,12 @@ bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
// And insert it into the shader cache.
bool result = InsertByteCode(uid, bytecode, bytecodelen, true);
#if defined(_DEBUG) || defined(DEBUGFAST)
iter = PixelShaders.find(uid);
if(iter->second.code.empty()) {
iter->second.code = std::string(code);
}
#endif
delete [] bytecode;
return result;
}

View File

@ -230,6 +230,12 @@ bool VertexShaderCache::SetShader(u32 components)
const VSCacheEntry &entry = iter->second;
last_entry = &entry;
#if defined(_DEBUG) || defined(DEBUGFAST)
if(iter->second.code.empty()) {
iter->second.code = std::string(GenerateVertexShaderCode(components, API_D3D9));
}
#endif
DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE,true);
if (entry.shader)
{
@ -255,6 +261,12 @@ bool VertexShaderCache::SetShader(u32 components)
g_vs_disk_cache.Sync();
bool result = InsertByteCode(uid, bytecode, bytecodelen, true);
#if defined(_DEBUG) || defined(DEBUGFAST)
iter = vshaders.find(uid);
if(iter->second.code.empty()) {
iter->second.code = std::string(code);
}
#endif
delete [] bytecode;
return result;
}
@ -285,6 +297,9 @@ bool VertexShaderCache::InsertByteCode(const VERTEXSHADERUID &uid, const u8 *byt
#if defined(_DEBUG) || defined(DEBUGFAST)
std::string VertexShaderCache::GetCurrentShaderCode()
{
return "(N/A)\n";
if (last_entry)
return last_entry->code;
else
return "(no shader)\n";
}
#endif