ppsspp/Windows/GEDebugger/GEDebugger.cpp

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// 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 "native/base/mutex.h"
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#include "Windows/GEDebugger/GEDebugger.h"
#include "Windows/WindowsHost.h"
#include "GPU/GPUInterface.h"
#include "GPU/Common/GPUDebugInterface.h"
#include "GPU/GPUState.h"
static bool attached = false;
// TODO
static bool textureCaching = true;
static recursive_mutex pauseLock;
static condition_variable pauseWait;
static bool breakNext = false;
CGEDebugger::CGEDebugger(HINSTANCE _hInstance, HWND _hParent)
: Dialog((LPCSTR)IDD_GEDEBUGGER, _hInstance, _hParent) {
}
BOOL CGEDebugger::DlgProc(UINT message, WPARAM wParam, LPARAM lParam) {
switch (message) {
case WM_INITDIALOG:
return TRUE;
case WM_SIZE:
// TODO
return TRUE;
case WM_CLOSE:
Show(false);
return TRUE;
case WM_COMMAND:
switch (LOWORD(wParam)) {
case IDC_GEDBG_BREAK:
attached = true;
breakNext = true;
break;
case IDC_GEDBG_RESUME:
// TODO: detach? Should probably have separate UI, or just on activate?
breakNext = false;
pauseWait.notify_one();
break;
}
}
return FALSE;
}
// The below WindowsHost methods are called on the GPU thread.
bool WindowsHost::GPUDebuggingActive() {
return attached;
}
void WindowsHost::GPUNotifyCommand(u32 pc) {
if (breakNext) {
auto info = gpuDebug->DissassembleOp(pc);
NOTICE_LOG(HLE, "waiting at %08x, %s", pc, info.desc.c_str());
lock_guard guard(pauseLock);
pauseWait.wait(pauseLock);
}
}
void WindowsHost::GPUNotifyDisplay(u32 framebuf, u32 stride, int format) {
}
void WindowsHost::GPUNotifyDraw() {
}
void WindowsHost::GPUNotifyTextureAttachment(u32 addr) {
}
bool WindowsHost::GPUAllowTextureCache(u32 addr) {
return textureCaching;
}