ppsspp/Windows/GEDebugger/GEDebugger.cpp
Unknown W. Brackets fc7b5f3141 Make sure not to break when GE debugger closed.
Also, try to fix a might-be race condition.
2014-05-15 22:45:51 -07:00

490 lines
13 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/.
#include <vector>
#include <string>
#include <set>
#include "base/functional.h"
#include "Windows/GEDebugger/GEDebugger.h"
#include "Windows/GEDebugger/SimpleGLWindow.h"
#include "Windows/GEDebugger/CtrlDisplayListView.h"
#include "Windows/GEDebugger/TabDisplayLists.h"
#include "Windows/GEDebugger/TabState.h"
#include "Windows/GEDebugger/TabVertices.h"
#include "Windows/InputBox.h"
#include "Windows/WindowsHost.h"
#include "Windows/WndMainWindow.h"
#include "Windows/main.h"
#include "GPU/GPUInterface.h"
#include "GPU/Common/GPUDebugInterface.h"
#include "GPU/GPUState.h"
#include "GPU/Debugger/Breakpoints.h"
#include "GPU/Debugger/Stepping.h"
#include "Core/Config.h"
#include <windowsx.h>
#include <commctrl.h>
using namespace GPUBreakpoints;
using namespace GPUStepping;
static bool attached = false;
// TODO
static bool textureCaching = true;
static BreakNextType breakNext = BREAK_NONE;
enum PrimaryDisplayType {
PRIMARY_FRAMEBUF,
PRIMARY_DEPTHBUF,
PRIMARY_STENCILBUF,
};
void CGEDebugger::Init() {
SimpleGLWindow::RegisterClass();
CtrlDisplayListView::registerClass();
}
CGEDebugger::CGEDebugger(HINSTANCE _hInstance, HWND _hParent)
: Dialog((LPCSTR)IDD_GEDEBUGGER, _hInstance, _hParent), frameWindow(NULL), texWindow(NULL) {
GPUBreakpoints::Init();
Core_ListenShutdown(ForceUnpause);
// minimum size = a little more than the default
RECT windowRect;
GetWindowRect(m_hDlg,&windowRect);
minWidth = windowRect.right-windowRect.left+10;
minHeight = windowRect.bottom-windowRect.top+10;
// it's ugly, but .rc coordinates don't match actual pixels and it screws
// up both the size and the aspect ratio
RECT frameRect;
HWND frameWnd = GetDlgItem(m_hDlg,IDC_GEDBG_FRAME);
GetWindowRect(frameWnd,&frameRect);
MapWindowPoints(HWND_DESKTOP,m_hDlg,(LPPOINT)&frameRect,2);
MoveWindow(frameWnd,frameRect.left,frameRect.top,512,272,TRUE);
tabs = new TabControl(GetDlgItem(m_hDlg,IDC_GEDBG_MAINTAB));
HWND wnd = tabs->AddTabWindow(L"CtrlDisplayListView",L"Display List");
displayList = CtrlDisplayListView::getFrom(wnd);
fbTabs = new TabControl(GetDlgItem(m_hDlg, IDC_GEDBG_FBTABS));
fbTabs->SetMinTabWidth(50);
// Must be in the same order as PrimaryDisplayType.
fbTabs->AddTab(NULL, L"Color");
fbTabs->AddTab(NULL, L"Depth");
fbTabs->AddTab(NULL, L"Stencil");
fbTabs->ShowTab(0, true);
flags = new TabStateFlags(_hInstance, m_hDlg);
tabs->AddTabDialog(flags, L"Flags");
lighting = new TabStateLighting(_hInstance, m_hDlg);
tabs->AddTabDialog(lighting, L"Lighting");
textureState = new TabStateTexture(_hInstance, m_hDlg);
tabs->AddTabDialog(textureState, L"Texture");
settings = new TabStateSettings(_hInstance, m_hDlg);
tabs->AddTabDialog(settings, L"Settings");
vertices = new TabVertices(_hInstance, m_hDlg);
tabs->AddTabDialog(vertices, L"Vertices");
matrices = new TabMatrices(_hInstance, m_hDlg);
tabs->AddTabDialog(matrices, L"Matrices");
lists = new TabDisplayLists(_hInstance, m_hDlg);
tabs->AddTabDialog(lists, L"Lists");
tabs->ShowTab(0, true);
// set window position
int x = g_Config.iGEWindowX == -1 ? windowRect.left : g_Config.iGEWindowX;
int y = g_Config.iGEWindowY == -1 ? windowRect.top : g_Config.iGEWindowY;
int w = g_Config.iGEWindowW == -1 ? minWidth : g_Config.iGEWindowW;
int h = g_Config.iGEWindowH == -1 ? minHeight : g_Config.iGEWindowH;
MoveWindow(m_hDlg,x,y,w,h,FALSE);
}
CGEDebugger::~CGEDebugger() {
DestroyWindow(displayList->GetHWND());
CleanupPrimPreview();
delete flags;
delete lighting;
delete textureState;
delete settings;
delete vertices;
delete matrices;
delete lists;
delete tabs;
delete fbTabs;
}
void CGEDebugger::SetupPreviews() {
if (frameWindow == NULL) {
frameWindow = SimpleGLWindow::GetFrom(GetDlgItem(m_hDlg, IDC_GEDBG_FRAME));
frameWindow->Initialize(SimpleGLWindow::ALPHA_IGNORE | SimpleGLWindow::RESIZE_SHRINK_CENTER);
frameWindow->Clear();
}
if (texWindow == NULL) {
texWindow = SimpleGLWindow::GetFrom(GetDlgItem(m_hDlg, IDC_GEDBG_TEX));
texWindow->Initialize(SimpleGLWindow::ALPHA_BLEND | SimpleGLWindow::RESIZE_SHRINK_CENTER);
texWindow->Clear();
}
}
void CGEDebugger::UpdatePreviews() {
wchar_t desc[256];
const GPUDebugBuffer *primaryBuffer = NULL;
bool bufferResult = false;
GPUgstate state;
if (gpuDebug != NULL) {
state = gpuDebug->GetGState();
}
switch (PrimaryDisplayType(fbTabs->CurrentTabIndex())) {
case PRIMARY_FRAMEBUF:
bufferResult = GPU_GetCurrentFramebuffer(primaryBuffer);
if (bufferResult) {
_snwprintf(desc, ARRAY_SIZE(desc), L"Color: 0x%08x (%dx%d) fmt %i", state.getFrameBufRawAddress(), primaryBuffer->GetStride(), primaryBuffer->GetHeight(), state.FrameBufFormat());
}
break;
case PRIMARY_DEPTHBUF:
bufferResult = GPU_GetCurrentDepthbuffer(primaryBuffer);
if (bufferResult) {
_snwprintf(desc, ARRAY_SIZE(desc), L"Depth: 0x%08x (%dx%d)", state.getDepthBufRawAddress(), primaryBuffer->GetStride(), primaryBuffer->GetHeight());
}
break;
case PRIMARY_STENCILBUF:
bufferResult = GPU_GetCurrentStencilbuffer(primaryBuffer);
if (bufferResult) {
_snwprintf(desc, ARRAY_SIZE(desc), L"Stencil: 0x%08x (%dx%d)", state.getFrameBufRawAddress(), primaryBuffer->GetStride(), primaryBuffer->GetHeight());
}
break;
}
if (bufferResult && primaryBuffer != NULL) {
auto fmt = SimpleGLWindow::Format(primaryBuffer->GetFormat());
frameWindow->Draw(primaryBuffer->GetData(), primaryBuffer->GetStride(), primaryBuffer->GetHeight(), primaryBuffer->GetFlipped(), fmt);
SetDlgItemText(m_hDlg, IDC_GEDBG_FRAMEBUFADDR, desc);
} else {
frameWindow->Clear();
SetDlgItemText(m_hDlg, IDC_GEDBG_FRAMEBUFADDR, L"Failed");
}
const GPUDebugBuffer *bufferTex = NULL;
bufferResult = GPU_GetCurrentTexture(bufferTex);
if (bufferResult) {
auto fmt = SimpleGLWindow::Format(bufferTex->GetFormat());
texWindow->Draw(bufferTex->GetData(), bufferTex->GetStride(), bufferTex->GetHeight(), bufferTex->GetFlipped(), fmt);
if (gpuDebug != NULL) {
if (state.isTextureAlphaUsed()) {
texWindow->SetFlags(SimpleGLWindow::ALPHA_BLEND | SimpleGLWindow::RESIZE_SHRINK_CENTER);
} else {
texWindow->SetFlags(SimpleGLWindow::RESIZE_SHRINK_CENTER);
}
_snwprintf(desc, ARRAY_SIZE(desc), L"Texture: 0x%08x (%dx%d)", state.getTextureAddress(0), state.getTextureWidth(0), state.getTextureHeight(0));
SetDlgItemText(m_hDlg, IDC_GEDBG_TEXADDR, desc);
UpdateLastTexture(state.getTextureAddress(0));
} else {
UpdateLastTexture((u32)-1);
}
} else {
texWindow->Clear();
if (gpuDebug == NULL || state.isTextureMapEnabled()) {
SetDlgItemText(m_hDlg, IDC_GEDBG_TEXADDR, L"Texture: failed");
} else {
SetDlgItemText(m_hDlg, IDC_GEDBG_TEXADDR, L"Texture: disabled");
}
UpdateLastTexture((u32)-1);
}
DisplayList list;
if (gpuDebug != NULL && gpuDebug->GetCurrentDisplayList(list)) {
const u32 op = Memory::Read_U32(list.pc);
const u32 cmd = op >> 24;
// TODO: Bezier/spline?
if (cmd == GE_CMD_PRIM) {
UpdatePrimPreview(op);
}
displayList->setDisplayList(list);
}
flags->Update();
lighting->Update();
textureState->Update();
settings->Update();
vertices->Update();
matrices->Update();
lists->Update();
}
void CGEDebugger::UpdateSize(WORD width, WORD height) {
// only resize the tab for now
HWND tabControl = GetDlgItem(m_hDlg, IDC_GEDBG_MAINTAB);
RECT tabRect;
GetWindowRect(tabControl,&tabRect);
MapWindowPoints(HWND_DESKTOP,m_hDlg,(LPPOINT)&tabRect,2);
tabRect.right = tabRect.left + (width-tabRect.left*2); // assume same gap on both sides
tabRect.bottom = tabRect.top + (height-tabRect.top-tabRect.left); // assume same gap on bottom too
MoveWindow(tabControl,tabRect.left,tabRect.top,tabRect.right-tabRect.left,tabRect.bottom-tabRect.top,TRUE);
}
void CGEDebugger::SavePosition()
{
RECT rc;
if (GetWindowRect(m_hDlg, &rc))
{
g_Config.iGEWindowX = rc.left;
g_Config.iGEWindowY = rc.top;
g_Config.iGEWindowW = rc.right - rc.left;
g_Config.iGEWindowH = rc.bottom - rc.top;
}
}
void CGEDebugger::SetBreakNext(BreakNextType type) {
attached = true;
SetupPreviews();
breakNext = type;
ResumeFromStepping();
}
BOOL CGEDebugger::DlgProc(UINT message, WPARAM wParam, LPARAM lParam) {
switch (message) {
case WM_INITDIALOG:
return TRUE;
case WM_GETMINMAXINFO:
{
MINMAXINFO* minmax = (MINMAXINFO*) lParam;
minmax->ptMinTrackSize.x = minWidth;
minmax->ptMinTrackSize.y = minHeight;
}
return TRUE;
case WM_SIZE:
UpdateSize(LOWORD(lParam), HIWORD(lParam));
SavePosition();
return TRUE;
case WM_MOVE:
SavePosition();
return TRUE;
case WM_CLOSE:
attached = false;
ResumeFromStepping();
breakNext = BREAK_NONE;
Show(false);
return TRUE;
case WM_SHOWWINDOW:
SetupPreviews();
break;
case WM_ACTIVATE:
if (wParam == WA_ACTIVE || wParam == WA_CLICKACTIVE) {
g_activeWindow = WINDOW_GEDEBUGGER;
}
break;
case WM_NOTIFY:
switch (wParam)
{
case IDC_GEDBG_MAINTAB:
tabs->HandleNotify(lParam);
if (gpuDebug != NULL) {
lists->Update();
}
break;
case IDC_GEDBG_FBTABS:
fbTabs->HandleNotify(lParam);
if (attached && gpuDebug != NULL) {
UpdatePreviews();
}
break;
}
break;
case WM_COMMAND:
switch (LOWORD(wParam)) {
case IDC_GEDBG_STEPDRAW:
SetBreakNext(BREAK_NEXT_DRAW);
break;
case IDC_GEDBG_STEP:
SetBreakNext(BREAK_NEXT_OP);
break;
case IDC_GEDBG_STEPTEX:
AddTextureChangeTempBreakpoint();
SetBreakNext(BREAK_NEXT_TEX);
break;
case IDC_GEDBG_STEPFRAME:
SetBreakNext(BREAK_NEXT_FRAME);
break;
case IDC_GEDBG_STEPPRIM:
AddCmdBreakpoint(GE_CMD_PRIM, true);
AddCmdBreakpoint(GE_CMD_BEZIER, true);
AddCmdBreakpoint(GE_CMD_SPLINE, true);
SetBreakNext(BREAK_NEXT_PRIM);
break;
case IDC_GEDBG_BREAKTEX:
{
attached = true;
if (!gpuDebug) {
break;
}
const auto state = gpuDebug->GetGState();
u32 texAddr = state.getTextureAddress(0);
// TODO: Better interface that allows add/remove or something.
if (InputBox_GetHex(GetModuleHandle(NULL), m_hDlg, L"Texture Address", texAddr, texAddr)) {
if (IsTextureBreakpoint(texAddr)) {
RemoveTextureBreakpoint(texAddr);
} else {
AddTextureBreakpoint(texAddr);
}
}
}
break;
case IDC_GEDBG_RESUME:
frameWindow->Clear();
texWindow->Clear();
SetDlgItemText(m_hDlg, IDC_GEDBG_FRAMEBUFADDR, L"");
SetDlgItemText(m_hDlg, IDC_GEDBG_TEXADDR, L"");
ResumeFromStepping();
breakNext = BREAK_NONE;
break;
}
break;
case WM_GEDBG_BREAK_CMD:
{
u32 pc = (u32)wParam;
ClearTempBreakpoints();
auto info = gpuDebug->DissassembleOp(pc);
NOTICE_LOG(COMMON, "Waiting at %08x, %s", pc, info.desc.c_str());
UpdatePreviews();
}
break;
case WM_GEDBG_BREAK_DRAW:
{
NOTICE_LOG(COMMON, "Waiting at a draw");
UpdatePreviews();
}
break;
case WM_GEDBG_STEPDISPLAYLIST:
SetBreakNext(BREAK_NEXT_OP);
break;
case WM_GEDBG_TOGGLEPCBREAKPOINT:
{
attached = true;
u32 pc = (u32)wParam;
bool temp;
bool isBreak = IsAddressBreakpoint(pc, temp);
if (isBreak && !temp) {
RemoveAddressBreakpoint(pc);
} else {
AddAddressBreakpoint(pc);
}
}
break;
case WM_GEDBG_RUNTOWPARAM:
{
attached = true;
u32 pc = (u32)wParam;
AddAddressBreakpoint(pc, true);
SendMessage(m_hDlg,WM_COMMAND,IDC_GEDBG_RESUME,0);
}
break;
case WM_GEDBG_SETCMDWPARAM:
{
GPU_SetCmdValue((u32)wParam);
}
break;
}
return FALSE;
}
// The below WindowsHost methods are called on the GPU thread.
bool WindowsHost::GPUDebuggingActive() {
return attached;
}
static void DeliverMessage(UINT msg, WPARAM wParam, LPARAM lParam) {
PostMessage(geDebuggerWindow->GetDlgHandle(), msg, wParam, lParam);
}
static void PauseWithMessage(UINT msg, WPARAM wParam = NULL, LPARAM lParam = NULL) {
if (attached) {
EnterStepping(std::bind(&DeliverMessage, msg, wParam, lParam));
}
}
void WindowsHost::GPUNotifyCommand(u32 pc) {
u32 op = Memory::ReadUnchecked_U32(pc);
u8 cmd = op >> 24;
if (breakNext == BREAK_NEXT_OP || IsBreakpoint(pc, op)) {
PauseWithMessage(WM_GEDBG_BREAK_CMD, (WPARAM) pc);
}
}
void WindowsHost::GPUNotifyDisplay(u32 framebuf, u32 stride, int format) {
if (breakNext == BREAK_NEXT_FRAME) {
// This should work fine, start stepping at the first op of the new frame.
breakNext = BREAK_NEXT_OP;
}
}
void WindowsHost::GPUNotifyDraw() {
if (breakNext == BREAK_NEXT_DRAW) {
PauseWithMessage(WM_GEDBG_BREAK_DRAW);
}
}
void WindowsHost::GPUNotifyTextureAttachment(u32 addr) {
}
bool WindowsHost::GPUAllowTextureCache(u32 addr) {
return textureCaching;
}