Merge pull request #15894 from unknownbrackets/debugger

GE Debugger: Record only one flip if display framebuf not changed, step on vsync
This commit is contained in:
Henrik Rydgård 2022-08-24 06:27:31 +02:00 committed by GitHub
commit 5d50d02227
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GPG key ID: 4AEE18F83AFDEB23
18 changed files with 41 additions and 39 deletions

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@ -41,6 +41,7 @@
#include "GPU/Common/PresentationCommon.h" #include "GPU/Common/PresentationCommon.h"
#include "GPU/Common/TextureCacheCommon.h" #include "GPU/Common/TextureCacheCommon.h"
#include "GPU/Common/ReinterpretFramebuffer.h" #include "GPU/Common/ReinterpretFramebuffer.h"
#include "GPU/Debugger/Debugger.h"
#include "GPU/Debugger/Record.h" #include "GPU/Debugger/Record.h"
#include "GPU/Debugger/Stepping.h" #include "GPU/Debugger/Stepping.h"
#include "GPU/GPUInterface.h" #include "GPU/GPUInterface.h"
@ -105,6 +106,7 @@ void FramebufferManagerCommon::SetDisplayFramebuffer(u32 framebuf, u32 stride, G
displayFramebufPtr_ = framebuf; displayFramebufPtr_ = framebuf;
displayStride_ = stride; displayStride_ = stride;
displayFormat_ = format; displayFormat_ = format;
GPUDebug::NotifyDisplay(framebuf, stride, format);
GPURecord::NotifyDisplay(framebuf, stride, format); GPURecord::NotifyDisplay(framebuf, stride, format);
} }

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@ -35,7 +35,6 @@
#include "GPU/GeDisasm.h" #include "GPU/GeDisasm.h"
#include "GPU/Common/FramebufferManagerCommon.h" #include "GPU/Common/FramebufferManagerCommon.h"
#include "GPU/Debugger/Debugger.h"
#include "GPU/D3D11/ShaderManagerD3D11.h" #include "GPU/D3D11/ShaderManagerD3D11.h"
#include "GPU/D3D11/GPU_D3D11.h" #include "GPU/D3D11/GPU_D3D11.h"
#include "GPU/D3D11/FramebufferManagerD3D11.h" #include "GPU/D3D11/FramebufferManagerD3D11.h"
@ -239,13 +238,6 @@ void GPU_D3D11::BeginFrame() {
gstate_c.Dirty(DIRTY_PROJTHROUGHMATRIX); gstate_c.Dirty(DIRTY_PROJTHROUGHMATRIX);
} }
void GPU_D3D11::SetDisplayFramebuffer(u32 framebuf, u32 stride, GEBufferFormat format) {
// TODO: Some games like Spongebob - Yellow Avenger, never change framebuffer, they blit to it.
// So breaking on frames doesn't work. Might want to move this to sceDisplay vsync.
GPUDebug::NotifyDisplay(framebuf, stride, format);
framebufferManagerD3D11_->SetDisplayFramebuffer(framebuf, stride, format);
}
void GPU_D3D11::CopyDisplayToOutput(bool reallyDirty) { void GPU_D3D11::CopyDisplayToOutput(bool reallyDirty) {
// Flush anything left over. // Flush anything left over.
drawEngine_.Flush(); drawEngine_.Flush();

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@ -41,7 +41,6 @@ public:
void ExecuteOp(u32 op, u32 diff) override; void ExecuteOp(u32 op, u32 diff) override;
void ReapplyGfxState() override; void ReapplyGfxState() override;
void SetDisplayFramebuffer(u32 framebuf, u32 stride, GEBufferFormat format) override;
void GetStats(char *buffer, size_t bufsize) override; void GetStats(char *buffer, size_t bufsize) override;
void ClearCacheNextFrame() override; void ClearCacheNextFrame() override;
void DeviceLost() override; // Only happens on Android. Drop all textures and shaders. void DeviceLost() override; // Only happens on Android. Drop all textures and shaders.

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@ -154,6 +154,15 @@ void NotifyDisplay(u32 framebuf, u32 stride, int format) {
} }
} }
void NotifyBeginFrame() {
if (!active)
return;
if (breakNext == BreakNext::VSYNC) {
// Just start stepping as soon as we can once the vblank finishes.
breakNext = BreakNext::OP;
}
}
int PrimsThisFrame() { int PrimsThisFrame() {
return primsThisFrame; return primsThisFrame;
} }

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@ -28,6 +28,7 @@ enum class BreakNext {
TEX, TEX,
NONTEX, NONTEX,
FRAME, FRAME,
VSYNC,
PRIM, PRIM,
CURVE, CURVE,
COUNT, COUNT,
@ -43,6 +44,7 @@ void SetBreakCount(int c, bool relative = false);
bool NotifyCommand(u32 pc); bool NotifyCommand(u32 pc);
void NotifyDraw(); void NotifyDraw();
void NotifyDisplay(u32 framebuf, u32 stride, int format); void NotifyDisplay(u32 framebuf, u32 stride, int format);
void NotifyBeginFrame();
int PrimsThisFrame(); int PrimsThisFrame();
int PrimsLastFrame(); int PrimsLastFrame();

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@ -50,6 +50,7 @@ namespace GPURecord {
static bool active = false; static bool active = false;
static bool nextFrame = false; static bool nextFrame = false;
static int flipLastAction = -1; static int flipLastAction = -1;
static int flipFinishAt = -1;
static std::function<void(const Path &)> writeCallback; static std::function<void(const Path &)> writeCallback;
static std::vector<u8> pushbuf; static std::vector<u8> pushbuf;
@ -145,6 +146,7 @@ static void BeginRecording() {
lastTextures.clear(); lastTextures.clear();
lastRenderTargets.clear(); lastRenderTargets.clear();
flipLastAction = gpuStats.numFlips; flipLastAction = gpuStats.numFlips;
flipFinishAt = -1;
u32 ptr = (u32)pushbuf.size(); u32 ptr = (u32)pushbuf.size();
u32 sz = 512 * 4; u32 sz = 512 * 4;
@ -494,6 +496,7 @@ bool Activate() {
if (!nextFrame) { if (!nextFrame) {
nextFrame = true; nextFrame = true;
flipLastAction = gpuStats.numFlips; flipLastAction = gpuStats.numFlips;
flipFinishAt = -1;
return true; return true;
} }
return false; return false;
@ -512,6 +515,7 @@ static void FinishRecording() {
NOTICE_LOG(SYSTEM, "Recording finished"); NOTICE_LOG(SYSTEM, "Recording finished");
active = false; active = false;
flipLastAction = gpuStats.numFlips; flipLastAction = gpuStats.numFlips;
flipFinishAt = -1;
if (writeCallback) if (writeCallback)
writeCallback(filename); writeCallback(filename);
@ -673,10 +677,10 @@ void NotifyDisplay(u32 framebuf, int stride, int fmt) {
} }
} }
void NotifyFrame() { void NotifyBeginFrame() {
const bool noDisplayAction = flipLastAction + 4 < gpuStats.numFlips; const bool noDisplayAction = flipLastAction + 4 < gpuStats.numFlips;
// We do this only to catch things that don't call NotifyFrame. // We do this only to catch things that don't call NotifyDisplay.
if (active && HasDrawCommands() && noDisplayAction) { if (active && HasDrawCommands() && (noDisplayAction || gpuStats.numFlips == flipFinishAt)) {
NOTICE_LOG(SYSTEM, "Recording complete on frame"); NOTICE_LOG(SYSTEM, "Recording complete on frame");
struct DisplayBufData { struct DisplayBufData {
@ -700,6 +704,8 @@ void NotifyFrame() {
if (nextFrame && (gstate_c.skipDrawReason & SKIPDRAW_SKIPFRAME) == 0 && noDisplayAction) { if (nextFrame && (gstate_c.skipDrawReason & SKIPDRAW_SKIPFRAME) == 0 && noDisplayAction) {
NOTICE_LOG(SYSTEM, "Recording starting on frame..."); NOTICE_LOG(SYSTEM, "Recording starting on frame...");
BeginRecording(); BeginRecording();
// If we began on a BeginFrame, end on a BeginFrame.
flipFinishAt = gpuStats.numFlips + 1;
} }
} }

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@ -36,7 +36,7 @@ void NotifyMemcpy(u32 dest, u32 src, u32 sz);
void NotifyMemset(u32 dest, int v, u32 sz); void NotifyMemset(u32 dest, int v, u32 sz);
void NotifyUpload(u32 dest, u32 sz); void NotifyUpload(u32 dest, u32 sz);
void NotifyDisplay(u32 addr, int stride, int fmt); void NotifyDisplay(u32 addr, int stride, int fmt);
void NotifyFrame(); void NotifyBeginFrame();
void NotifyCPU(); void NotifyCPU();
}; };

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@ -38,7 +38,6 @@
#include "GPU/GeDisasm.h" #include "GPU/GeDisasm.h"
#include "GPU/Common/FramebufferManagerCommon.h" #include "GPU/Common/FramebufferManagerCommon.h"
#include "GPU/Debugger/Debugger.h"
#include "GPU/Directx9/ShaderManagerDX9.h" #include "GPU/Directx9/ShaderManagerDX9.h"
#include "GPU/Directx9/GPU_DX9.h" #include "GPU/Directx9/GPU_DX9.h"
#include "GPU/Directx9/FramebufferManagerDX9.h" #include "GPU/Directx9/FramebufferManagerDX9.h"
@ -286,11 +285,6 @@ void GPU_DX9::BeginFrame() {
framebufferManager_->BeginFrame(); framebufferManager_->BeginFrame();
} }
void GPU_DX9::SetDisplayFramebuffer(u32 framebuf, u32 stride, GEBufferFormat format) {
GPUDebug::NotifyDisplay(framebuf, stride, format);
framebufferManagerDX9_->SetDisplayFramebuffer(framebuf, stride, format);
}
void GPU_DX9::CopyDisplayToOutput(bool reallyDirty) { void GPU_DX9::CopyDisplayToOutput(bool reallyDirty) {
dxstate.depthWrite.set(true); dxstate.depthWrite.set(true);
dxstate.colorMask.set(0xF); dxstate.colorMask.set(0xF);

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@ -40,7 +40,6 @@ public:
void ExecuteOp(u32 op, u32 diff) override; void ExecuteOp(u32 op, u32 diff) override;
void ReapplyGfxState() override; void ReapplyGfxState() override;
void SetDisplayFramebuffer(u32 framebuf, u32 stride, GEBufferFormat format) override;
void GetStats(char *buffer, size_t bufsize) override; void GetStats(char *buffer, size_t bufsize) override;
void ClearCacheNextFrame() override; void ClearCacheNextFrame() override;
void DeviceLost() override; // Only happens on Android. Drop all textures and shaders. void DeviceLost() override; // Only happens on Android. Drop all textures and shaders.

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@ -36,7 +36,6 @@
#include "GPU/ge_constants.h" #include "GPU/ge_constants.h"
#include "GPU/GeDisasm.h" #include "GPU/GeDisasm.h"
#include "GPU/Common/FramebufferManagerCommon.h" #include "GPU/Common/FramebufferManagerCommon.h"
#include "GPU/Debugger/Debugger.h"
#include "GPU/GLES/ShaderManagerGLES.h" #include "GPU/GLES/ShaderManagerGLES.h"
#include "GPU/GLES/GPU_GLES.h" #include "GPU/GLES/GPU_GLES.h"
#include "GPU/GLES/FramebufferManagerGLES.h" #include "GPU/GLES/FramebufferManagerGLES.h"
@ -360,11 +359,6 @@ void GPU_GLES::BeginFrame() {
framebufferManagerGL_->BeginFrame(); framebufferManagerGL_->BeginFrame();
} }
void GPU_GLES::SetDisplayFramebuffer(u32 framebuf, u32 stride, GEBufferFormat format) {
GPUDebug::NotifyDisplay(framebuf, stride, format);
framebufferManagerGL_->SetDisplayFramebuffer(framebuf, stride, format);
}
void GPU_GLES::CopyDisplayToOutput(bool reallyDirty) { void GPU_GLES::CopyDisplayToOutput(bool reallyDirty) {
// Flush anything left over. // Flush anything left over.
framebufferManagerGL_->RebindFramebuffer("RebindFramebuffer - CopyDisplayToOutput"); framebufferManagerGL_->RebindFramebuffer("RebindFramebuffer - CopyDisplayToOutput");

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@ -47,7 +47,6 @@ public:
void ExecuteOp(u32 op, u32 diff) override; void ExecuteOp(u32 op, u32 diff) override;
void ReapplyGfxState() override; void ReapplyGfxState() override;
void SetDisplayFramebuffer(u32 framebuf, u32 stride, GEBufferFormat format) override;
void GetStats(char *buffer, size_t bufsize) override; void GetStats(char *buffer, size_t bufsize) override;
void ClearCacheNextFrame() override; void ClearCacheNextFrame() override;

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@ -1109,7 +1109,8 @@ void GPUCommon::BeginFrame() {
} else if (dumpThisFrame_) { } else if (dumpThisFrame_) {
dumpThisFrame_ = false; dumpThisFrame_ = false;
} }
GPURecord::NotifyFrame(); GPUDebug::NotifyBeginFrame();
GPURecord::NotifyBeginFrame();
} }
void GPUCommon::SlowRunLoop(DisplayList &list) void GPUCommon::SlowRunLoop(DisplayList &list)
@ -2707,7 +2708,8 @@ void GPUCommon::ResetListState(int listID, DisplayListState state) {
GPUDebugOp GPUCommon::DissassembleOp(u32 pc, u32 op) { GPUDebugOp GPUCommon::DissassembleOp(u32 pc, u32 op) {
char buffer[1024]; char buffer[1024];
GeDisassembleOp(pc, op, Memory::Read_U32(pc - 4), buffer, sizeof(buffer)); u32 prev = Memory::IsValidAddress(pc - 4) ? Memory::ReadUnchecked_U32(pc - 4) : 0;
GeDisassembleOp(pc, op, prev, buffer, sizeof(buffer));
GPUDebugOp info; GPUDebugOp info;
info.pc = pc; info.pc = pc;
@ -2765,6 +2767,10 @@ void GPUCommon::SetCmdValue(u32 op) {
downcount = 0; downcount = 0;
} }
void GPUCommon::SetDisplayFramebuffer(u32 framebuf, u32 stride, GEBufferFormat format) {
framebufferManager_->SetDisplayFramebuffer(framebuf, stride, format);
}
void GPUCommon::DoBlockTransfer(u32 skipDrawReason) { void GPUCommon::DoBlockTransfer(u32 skipDrawReason) {
// TODO: This is used a lot to copy data around between render targets and textures, // TODO: This is used a lot to copy data around between render targets and textures,
// and also to quickly load textures from RAM to VRAM. So we should do checks like the following: // and also to quickly load textures from RAM to VRAM. So we should do checks like the following:

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@ -117,6 +117,7 @@ public:
u32 Break(int mode) override; u32 Break(int mode) override;
void ReapplyGfxState() override; void ReapplyGfxState() override;
void SetDisplayFramebuffer(u32 framebuf, u32 stride, GEBufferFormat format) override;
void CopyDisplayToOutput(bool reallyDirty) override = 0; void CopyDisplayToOutput(bool reallyDirty) override = 0;
void InitClear() override = 0; void InitClear() override = 0;
bool PerformMemoryCopy(u32 dest, u32 src, int size) override; bool PerformMemoryCopy(u32 dest, u32 src, int size) override;

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@ -37,7 +37,6 @@
#include "GPU/ge_constants.h" #include "GPU/ge_constants.h"
#include "GPU/GeDisasm.h" #include "GPU/GeDisasm.h"
#include "GPU/Common/FramebufferManagerCommon.h" #include "GPU/Common/FramebufferManagerCommon.h"
#include "GPU/Debugger/Debugger.h"
#include "GPU/Vulkan/ShaderManagerVulkan.h" #include "GPU/Vulkan/ShaderManagerVulkan.h"
#include "GPU/Vulkan/GPU_Vulkan.h" #include "GPU/Vulkan/GPU_Vulkan.h"
#include "GPU/Vulkan/FramebufferManagerVulkan.h" #include "GPU/Vulkan/FramebufferManagerVulkan.h"
@ -431,11 +430,6 @@ void GPU_Vulkan::InitClear() {
} }
} }
void GPU_Vulkan::SetDisplayFramebuffer(u32 framebuf, u32 stride, GEBufferFormat format) {
GPUDebug::NotifyDisplay(framebuf, stride, format);
framebufferManager_->SetDisplayFramebuffer(framebuf, stride, format);
}
void GPU_Vulkan::CopyDisplayToOutput(bool reallyDirty) { void GPU_Vulkan::CopyDisplayToOutput(bool reallyDirty) {
// Flush anything left over. // Flush anything left over.
drawEngine_.Flush(); drawEngine_.Flush();

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@ -50,7 +50,6 @@ public:
void PreExecuteOp(u32 op, u32 diff) override; void PreExecuteOp(u32 op, u32 diff) override;
void ExecuteOp(u32 op, u32 diff) override; void ExecuteOp(u32 op, u32 diff) override;
void SetDisplayFramebuffer(u32 framebuf, u32 stride, GEBufferFormat format) override;
void GetStats(char *buffer, size_t bufsize) override; void GetStats(char *buffer, size_t bufsize) override;
void ClearCacheNextFrame() override; void ClearCacheNextFrame() override;
void DeviceLost() override; // Only happens on Android. Drop all textures and shaders. void DeviceLost() override; // Only happens on Android. Drop all textures and shaders.

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@ -979,6 +979,10 @@ BOOL CGEDebugger::DlgProc(UINT message, WPARAM wParam, LPARAM lParam) {
SetBreakNext(BreakNext::FRAME); SetBreakNext(BreakNext::FRAME);
break; break;
case IDC_GEDBG_STEPVSYNC:
SetBreakNext(BreakNext::VSYNC);
break;
case IDC_GEDBG_STEPPRIM: case IDC_GEDBG_STEPPRIM:
SetBreakNext(BreakNext::PRIM); SetBreakNext(BreakNext::PRIM);
break; break;

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@ -202,7 +202,7 @@ EXSTYLE WS_EX_ACCEPTFILES | WS_EX_TOOLWINDOW
CAPTION "GE" CAPTION "GE"
FONT 8, "MS Shell Dlg", 0, 0, 0x1 FONT 8, "MS Shell Dlg", 0, 0, 0x1
BEGIN BEGIN
PUSHBUTTON "Step &Frame",IDC_GEDBG_STEPFRAME,10,2,44,14 PUSHBUTTON "Step &Frame",IDC_GEDBG_STEPVSYNC,10,2,44,14
PUSHBUTTON "Step &Tex",IDC_GEDBG_STEPTEX,60,2,44,14 PUSHBUTTON "Step &Tex",IDC_GEDBG_STEPTEX,60,2,44,14
PUSHBUTTON "Step &Draw",IDC_GEDBG_STEPDRAW,105,2,44,14 PUSHBUTTON "Step &Draw",IDC_GEDBG_STEPDRAW,105,2,44,14
PUSHBUTTON "Step &Prim",IDC_GEDBG_STEPPRIM,150,2,44,14 PUSHBUTTON "Step &Prim",IDC_GEDBG_STEPPRIM,150,2,44,14
@ -679,7 +679,8 @@ BEGIN
MENUITEM "Next &Curve", IDC_GEDBG_STEPCURVE MENUITEM "Next &Curve", IDC_GEDBG_STEPCURVE
MENUITEM "Next &Texture", IDC_GEDBG_STEPTEX MENUITEM "Next &Texture", IDC_GEDBG_STEPTEX
MENUITEM "Next &Draw Flush", IDC_GEDBG_STEPDRAW MENUITEM "Next &Draw Flush", IDC_GEDBG_STEPDRAW
MENUITEM "Next &Frame", IDC_GEDBG_STEPFRAME MENUITEM "Next Display &Framebuf", IDC_GEDBG_STEPFRAME
MENUITEM "Next &Vsync Frame", IDC_GEDBG_STEPVSYNC
MENUITEM "", 0, MFT_SEPARATOR MENUITEM "", 0, MFT_SEPARATOR
MENUITEM "&Auto Flush Pending", IDC_GEDBG_FLUSHAUTO MENUITEM "&Auto Flush Pending", IDC_GEDBG_FLUSHAUTO
END END

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@ -331,6 +331,7 @@
#define ID_GEDBG_SHOWONLEFT 40219 #define ID_GEDBG_SHOWONLEFT 40219
#define ID_GEDBG_SHOWONRIGHT 40220 #define ID_GEDBG_SHOWONRIGHT 40220
#define ID_GEDBG_SHOWONTOPRIGHT 40221 #define ID_GEDBG_SHOWONTOPRIGHT 40221
#define IDC_GEDBG_STEPVSYNC 40222
// Dummy option to let the buffered rendering hotkey cycle through all the options. // Dummy option to let the buffered rendering hotkey cycle through all the options.
@ -344,7 +345,7 @@
#ifdef APSTUDIO_INVOKED #ifdef APSTUDIO_INVOKED
#ifndef APSTUDIO_READONLY_SYMBOLS #ifndef APSTUDIO_READONLY_SYMBOLS
#define _APS_NEXT_RESOURCE_VALUE 256 #define _APS_NEXT_RESOURCE_VALUE 256
#define _APS_NEXT_COMMAND_VALUE 40222 #define _APS_NEXT_COMMAND_VALUE 40223
#define _APS_NEXT_CONTROL_VALUE 1202 #define _APS_NEXT_CONTROL_VALUE 1202
#define _APS_NEXT_SYMED_VALUE 101 #define _APS_NEXT_SYMED_VALUE 101
#endif #endif