mirror of
https://github.com/libretro/ppsspp.git
synced 2024-12-13 20:22:38 +00:00
519 lines
14 KiB
C++
519 lines
14 KiB
C++
// Copyright (c) 2012- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#include <vector>
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#include <string>
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#include <set>
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#include "native/base/mutex.h"
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#include "Windows/GEDebugger/GEDebugger.h"
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#include "Windows/GEDebugger/SimpleGLWindow.h"
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#include "Windows/GEDebugger/CtrlDisplayListView.h"
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#include "Windows/GEDebugger/TabDisplayLists.h"
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#include "Windows/GEDebugger/TabState.h"
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#include "Windows/WindowsHost.h"
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#include "Windows/WndMainWindow.h"
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#include "Windows/main.h"
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#include "GPU/GPUInterface.h"
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#include "GPU/Common/GPUDebugInterface.h"
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#include "GPU/GPUState.h"
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#include "Core/Config.h"
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#include <windowsx.h>
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#include <commctrl.h>
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enum PauseAction {
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PAUSE_CONTINUE,
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PAUSE_GETFRAMEBUF,
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PAUSE_GETDEPTHBUF,
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PAUSE_GETSTENCILBUF,
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PAUSE_GETTEX,
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};
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static bool attached = false;
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// TODO
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static bool textureCaching = true;
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static recursive_mutex pauseLock;
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static condition_variable pauseWait;
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static PauseAction pauseAction = PAUSE_CONTINUE;
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static recursive_mutex actionLock;
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static condition_variable actionWait;
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static recursive_mutex breaksLock;
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static std::vector<bool> breakCmds;
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static std::set<u32> breakPCs;
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static u32 tempBreakpoint = -1;
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static std::set<u32> breakTextures;
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static bool breakNextOp = false;
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static bool breakNextDraw = false;
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static bool bufferResult;
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static GPUDebugBuffer bufferFrame;
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static GPUDebugBuffer bufferDepth;
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static GPUDebugBuffer bufferStencil;
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static GPUDebugBuffer bufferTex;
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enum PrimaryDisplayType {
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PRIMARY_FRAMEBUF,
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PRIMARY_DEPTHBUF,
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PRIMARY_STENCILBUF,
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};
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// TODO: Simplify and move out of windows stuff, just block in a common way for everyone.
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void CGEDebugger::Init() {
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SimpleGLWindow::RegisterClass();
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CtrlDisplayListView::registerClass();
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}
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bool CGEDebugger::IsAddressBreakPoint(u32 pc) {
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lock_guard guard(breaksLock);
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return breakPCs.find(pc) != breakPCs.end();
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}
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bool CGEDebugger::IsOpBreakPoint(u32 op) {
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u8 cmd = op >> 24;
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return breakCmds[cmd];
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}
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bool CGEDebugger::IsTextureBreakPoint(u32 op) {
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u8 cmd = op >> 24;
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bool interesting = (cmd >= GE_CMD_TEXADDR0 && cmd <= GE_CMD_TEXADDR7);
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interesting = interesting || (cmd >= GE_CMD_TEXBUFWIDTH0 && cmd <= GE_CMD_TEXBUFWIDTH7);
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if (!interesting || !gpuDebug) {
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return false;
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}
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// Okay, so we just set a texture of some sort, check if it was one we were waiting for.
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auto state = gpuDebug->GetGState();
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int level = cmd <= GE_CMD_TEXADDR7 ? cmd - GE_CMD_TEXADDR0 : cmd - GE_CMD_TEXBUFWIDTH0;
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lock_guard guard(breaksLock);
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return breakTextures.find(state.getTextureAddress(level)) != breakTextures.end();
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}
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bool CGEDebugger::IsOpOrTextureBreakPoint(u32 op) {
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return IsOpBreakPoint(op) || IsTextureBreakPoint(op);
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}
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static void SetPauseAction(PauseAction act) {
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{
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lock_guard guard(pauseLock);
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actionLock.lock();
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pauseAction = act;
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}
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pauseWait.notify_one();
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actionWait.wait(actionLock);
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actionLock.unlock();
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}
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static void RunPauseAction() {
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lock_guard guard(actionLock);
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switch (pauseAction) {
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case PAUSE_CONTINUE:
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// Don't notify, just go back, woke up by accident.
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return;
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case PAUSE_GETFRAMEBUF:
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bufferResult = gpuDebug->GetCurrentFramebuffer(bufferFrame);
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break;
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case PAUSE_GETDEPTHBUF:
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bufferResult = gpuDebug->GetCurrentDepthbuffer(bufferDepth);
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break;
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case PAUSE_GETSTENCILBUF:
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bufferResult = gpuDebug->GetCurrentStencilbuffer(bufferStencil);
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break;
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case PAUSE_GETTEX:
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bufferResult = gpuDebug->GetCurrentTexture(bufferTex);
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break;
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}
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actionWait.notify_one();
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pauseAction = PAUSE_CONTINUE;
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}
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static void ForceUnpause() {
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lock_guard guard(pauseLock);
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lock_guard actionGuard(actionLock);
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pauseAction = PAUSE_CONTINUE;
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pauseWait.notify_one();
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}
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CGEDebugger::CGEDebugger(HINSTANCE _hInstance, HWND _hParent)
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: Dialog((LPCSTR)IDD_GEDEBUGGER, _hInstance, _hParent), frameWindow(NULL), texWindow(NULL) {
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breakCmds.resize(256, false);
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Core_ListenShutdown(ForceUnpause);
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// minimum size = a little more than the default
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RECT windowRect;
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GetWindowRect(m_hDlg,&windowRect);
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minWidth = windowRect.right-windowRect.left+10;
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minHeight = windowRect.bottom-windowRect.top+10;
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// it's ugly, but .rc coordinates don't match actual pixels and it screws
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// up both the size and the aspect ratio
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// TODO: Could be scrollable in case the framebuf is larger? Also should be better positioned.
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RECT frameRect;
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HWND frameWnd = GetDlgItem(m_hDlg,IDC_GEDBG_FRAME);
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GetWindowRect(frameWnd,&frameRect);
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MapWindowPoints(HWND_DESKTOP,m_hDlg,(LPPOINT)&frameRect,2);
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MoveWindow(frameWnd,frameRect.left,frameRect.top,512,272,TRUE);
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tabs = new TabControl(GetDlgItem(m_hDlg,IDC_GEDBG_MAINTAB));
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HWND wnd = tabs->AddTabWindow(L"CtrlDisplayListView",L"Display List");
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displayList = CtrlDisplayListView::getFrom(wnd);
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fbTabs = new TabControl(GetDlgItem(m_hDlg, IDC_GEDBG_FBTABS));
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fbTabs->SetMinTabWidth(50);
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// Must be in the same order as PrimaryDisplayType.
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fbTabs->AddTab(NULL, L"Color");
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fbTabs->AddTab(NULL, L"Depth");
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fbTabs->AddTab(NULL, L"Stencil");
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fbTabs->ShowTab(0, true);
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flags = new TabStateFlags(_hInstance, m_hDlg);
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tabs->AddTabDialog(flags, L"Flags");
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lighting = new TabStateLighting(_hInstance, m_hDlg);
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tabs->AddTabDialog(lighting, L"Lighting");
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textureState = new TabStateTexture(_hInstance, m_hDlg);
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tabs->AddTabDialog(textureState, L"Texture");
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settings = new TabStateSettings(_hInstance, m_hDlg);
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tabs->AddTabDialog(settings, L"Settings");
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lists = new TabDisplayLists(_hInstance, m_hDlg);
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tabs->AddTabDialog(lists, L"Lists");
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tabs->ShowTab(0, true);
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// set window position
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int x = g_Config.iGEWindowX == -1 ? windowRect.left : g_Config.iGEWindowX;
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int y = g_Config.iGEWindowY == -1 ? windowRect.top : g_Config.iGEWindowY;
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int w = g_Config.iGEWindowW == -1 ? minWidth : g_Config.iGEWindowW;
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int h = g_Config.iGEWindowH == -1 ? minHeight : g_Config.iGEWindowH;
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MoveWindow(m_hDlg,x,y,w,h,FALSE);
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}
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CGEDebugger::~CGEDebugger() {
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delete flags;
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delete lighting;
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delete textureState;
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delete settings;
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delete lists;
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delete tabs;
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delete fbTabs;
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}
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void CGEDebugger::SetupPreviews() {
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if (frameWindow == NULL) {
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frameWindow = SimpleGLWindow::GetFrom(GetDlgItem(m_hDlg, IDC_GEDBG_FRAME));
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frameWindow->Initialize(SimpleGLWindow::ALPHA_IGNORE | SimpleGLWindow::RESIZE_SHRINK_CENTER);
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frameWindow->Clear();
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}
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if (texWindow == NULL) {
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texWindow = SimpleGLWindow::GetFrom(GetDlgItem(m_hDlg, IDC_GEDBG_TEX));
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texWindow->Initialize(SimpleGLWindow::ALPHA_BLEND | SimpleGLWindow::RESIZE_SHRINK_CENTER);
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texWindow->Clear();
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}
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}
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void CGEDebugger::UpdatePreviews() {
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// TODO: Do something different if not paused?
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wchar_t desc[256];
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GPUDebugBuffer *primaryBuffer = NULL;
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GPUgstate state;
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bufferResult = false;
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if (gpuDebug != NULL) {
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state = gpuDebug->GetGState();
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}
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switch (PrimaryDisplayType(fbTabs->CurrentTabIndex())) {
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case PRIMARY_FRAMEBUF:
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SetPauseAction(PAUSE_GETFRAMEBUF);
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primaryBuffer = &bufferFrame;
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_snwprintf(desc, ARRAY_SIZE(desc), L"Color: 0x%08x (%dx%d)", state.getFrameBufRawAddress(), primaryBuffer->GetStride(), primaryBuffer->GetHeight());
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break;
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case PRIMARY_DEPTHBUF:
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SetPauseAction(PAUSE_GETDEPTHBUF);
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primaryBuffer = &bufferDepth;
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_snwprintf(desc, ARRAY_SIZE(desc), L"Depth: 0x%08x (%dx%d)", state.getDepthBufRawAddress(), primaryBuffer->GetStride(), primaryBuffer->GetHeight());
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break;
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case PRIMARY_STENCILBUF:
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SetPauseAction(PAUSE_GETSTENCILBUF);
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primaryBuffer = &bufferStencil;
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_snwprintf(desc, ARRAY_SIZE(desc), L"Stencil: 0x%08x (%dx%d)", state.getFrameBufRawAddress(), primaryBuffer->GetStride(), primaryBuffer->GetHeight());
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break;
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}
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if (bufferResult && primaryBuffer != NULL) {
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auto fmt = SimpleGLWindow::Format(primaryBuffer->GetFormat());
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frameWindow->Draw(primaryBuffer->GetData(), primaryBuffer->GetStride(), primaryBuffer->GetHeight(), primaryBuffer->GetFlipped(), fmt);
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SetDlgItemText(m_hDlg, IDC_GEDBG_FRAMEBUFADDR, desc);
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} else {
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frameWindow->Clear();
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SetDlgItemText(m_hDlg, IDC_GEDBG_FRAMEBUFADDR, L"Failed");
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}
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bufferResult = false;
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SetPauseAction(PAUSE_GETTEX);
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if (bufferResult) {
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auto fmt = SimpleGLWindow::Format(bufferTex.GetFormat());
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texWindow->Draw(bufferTex.GetData(), bufferTex.GetStride(), bufferTex.GetHeight(), bufferTex.GetFlipped(), fmt);
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if (gpuDebug != NULL) {
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if (state.isTextureAlphaUsed()) {
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texWindow->SetFlags(SimpleGLWindow::ALPHA_BLEND | SimpleGLWindow::RESIZE_SHRINK_CENTER);
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} else {
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texWindow->SetFlags(SimpleGLWindow::RESIZE_SHRINK_CENTER);
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}
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_snwprintf(desc, ARRAY_SIZE(desc), L"Texture: 0x%08x (%dx%d)", state.getTextureAddress(0), state.getTextureWidth(0), state.getTextureHeight(0));
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SetDlgItemText(m_hDlg, IDC_GEDBG_TEXADDR, desc);
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}
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} else {
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texWindow->Clear();
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if (gpuDebug == NULL || state.isTextureMapEnabled()) {
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SetDlgItemText(m_hDlg, IDC_GEDBG_TEXADDR, L"Texture: failed");
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} else {
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SetDlgItemText(m_hDlg, IDC_GEDBG_TEXADDR, L"Texture: disabled");
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}
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}
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DisplayList list;
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if (gpuDebug != NULL && gpuDebug->GetCurrentDisplayList(list)) {
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displayList->setDisplayList(list);
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}
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flags->Update();
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lighting->Update();
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textureState->Update();
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settings->Update();
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lists->Update();
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}
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void CGEDebugger::UpdateSize(WORD width, WORD height)
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{
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// only resize the tab for now
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HWND tabControl = GetDlgItem(m_hDlg, IDC_GEDBG_MAINTAB);
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RECT tabRect;
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GetWindowRect(tabControl,&tabRect);
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MapWindowPoints(HWND_DESKTOP,m_hDlg,(LPPOINT)&tabRect,2);
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tabRect.right = tabRect.left + (width-tabRect.left*2); // assume same gap on both sides
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tabRect.bottom = tabRect.top + (height-tabRect.top-tabRect.left); // assume same gap on bottom too
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MoveWindow(tabControl,tabRect.left,tabRect.top,tabRect.right-tabRect.left,tabRect.bottom-tabRect.top,TRUE);
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}
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void CGEDebugger::SavePosition()
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{
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RECT rc;
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if (GetWindowRect(m_hDlg, &rc))
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{
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g_Config.iGEWindowX = rc.left;
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g_Config.iGEWindowY = rc.top;
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g_Config.iGEWindowW = rc.right - rc.left;
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g_Config.iGEWindowH = rc.bottom - rc.top;
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}
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}
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BOOL CGEDebugger::DlgProc(UINT message, WPARAM wParam, LPARAM lParam) {
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switch (message) {
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case WM_INITDIALOG:
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return TRUE;
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case WM_GETMINMAXINFO:
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{
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MINMAXINFO* minmax = (MINMAXINFO*) lParam;
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minmax->ptMinTrackSize.x = minWidth;
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minmax->ptMinTrackSize.y = minHeight;
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}
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return TRUE;
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case WM_SIZE:
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UpdateSize(LOWORD(lParam), HIWORD(lParam));
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SavePosition();
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return TRUE;
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case WM_MOVE:
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SavePosition();
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return TRUE;
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case WM_CLOSE:
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Show(false);
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return TRUE;
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case WM_SHOWWINDOW:
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SetupPreviews();
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break;
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case WM_ACTIVATE:
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if (wParam == WA_ACTIVE || wParam == WA_CLICKACTIVE) {
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g_activeWindow = WINDOW_GEDEBUGGER;
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}
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break;
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case WM_NOTIFY:
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switch (wParam)
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{
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case IDC_GEDBG_MAINTAB:
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tabs->HandleNotify(lParam);
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break;
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case IDC_GEDBG_FBTABS:
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fbTabs->HandleNotify(lParam);
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// TODO: Move this somewhere...
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if (attached && gpuDebug != NULL) {
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UpdatePreviews();
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}
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break;
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}
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break;
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case WM_COMMAND:
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switch (LOWORD(wParam)) {
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case IDC_GEDBG_STEPDRAW:
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attached = true;
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SetupPreviews();
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pauseWait.notify_one();
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breakNextOp = false;
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breakNextDraw = true;
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break;
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case IDC_GEDBG_STEP:
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SendMessage(m_hDlg,WM_GEDBG_STEPDISPLAYLIST,0,0);
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break;
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case IDC_GEDBG_RESUME:
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frameWindow->Clear();
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texWindow->Clear();
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SetDlgItemText(m_hDlg, IDC_GEDBG_FRAMEBUFADDR, L"");
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SetDlgItemText(m_hDlg, IDC_GEDBG_TEXADDR, L"");
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// TODO: detach? Should probably have separate UI, or just on activate?
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breakNextOp = false;
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breakNextDraw = false;
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pauseWait.notify_one();
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break;
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}
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break;
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case WM_GEDBG_BREAK_CMD:
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{
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u32 pc = (u32)wParam;
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tempBreakpoint = -1;
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auto info = gpuDebug->DissassembleOp(pc);
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NOTICE_LOG(COMMON, "Waiting at %08x, %s", pc, info.desc.c_str());
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UpdatePreviews();
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}
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break;
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case WM_GEDBG_BREAK_DRAW:
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{
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NOTICE_LOG(COMMON, "Waiting at a draw");
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UpdatePreviews();
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}
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break;
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case WM_GEDBG_STEPDISPLAYLIST:
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attached = true;
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SetupPreviews();
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pauseWait.notify_one();
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breakNextOp = true;
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breakNextDraw = false;
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break;
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case WM_GEDBG_TOGGLEPCBREAKPOINT:
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{
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lock_guard guard(breaksLock);
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u32 pc = (u32)wParam;
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auto iter = breakPCs.find(pc);
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if (iter != breakPCs.end())
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breakPCs.erase(iter);
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else
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breakPCs.insert(pc);
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}
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break;
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case WM_GEDBG_RUNTOWPARAM:
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{
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lock_guard guard(breaksLock);
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u32 pc = (u32)wParam;
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tempBreakpoint = pc;
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SendMessage(m_hDlg,WM_COMMAND,IDC_GEDBG_RESUME,0);
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}
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break;
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}
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return FALSE;
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}
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// The below WindowsHost methods are called on the GPU thread.
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bool WindowsHost::GPUDebuggingActive() {
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return attached;
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}
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static void PauseWithMessage(UINT msg, WPARAM wParam = NULL, LPARAM lParam = NULL) {
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lock_guard guard(pauseLock);
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if (coreState != CORE_RUNNING && coreState != CORE_NEXTFRAME) {
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return;
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}
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PostMessage(geDebuggerWindow->GetDlgHandle(), msg, wParam, lParam);
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do {
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RunPauseAction();
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pauseWait.wait(pauseLock);
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} while (pauseAction != PAUSE_CONTINUE);
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}
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void WindowsHost::GPUNotifyCommand(u32 pc) {
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u32 op = Memory::ReadUnchecked_U32(pc);
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u8 cmd = op >> 24;
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if (breakNextOp || CGEDebugger::IsOpOrTextureBreakPoint(op) || CGEDebugger::IsAddressBreakPoint(pc) || pc == tempBreakpoint) {
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PauseWithMessage(WM_GEDBG_BREAK_CMD, (WPARAM) pc);
|
|
}
|
|
}
|
|
|
|
void WindowsHost::GPUNotifyDisplay(u32 framebuf, u32 stride, int format) {
|
|
}
|
|
|
|
void WindowsHost::GPUNotifyDraw() {
|
|
if (breakNextDraw) {
|
|
PauseWithMessage(WM_GEDBG_BREAK_DRAW);
|
|
}
|
|
}
|
|
|
|
void WindowsHost::GPUNotifyTextureAttachment(u32 addr) {
|
|
}
|
|
|
|
bool WindowsHost::GPUAllowTextureCache(u32 addr) {
|
|
return textureCaching;
|
|
} |