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Add "Dump frame GPU commands" to the "in-game" dev menu too.
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parent
cd511cc43c
commit
4a89e2e74f
3 changed files with 13 additions and 1 deletions
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@ -840,13 +840,16 @@ void ADSREnvelope::KeyOn() {
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void ADSREnvelope::KeyOff() {
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void ADSREnvelope::KeyOff() {
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SetState(STATE_RELEASE);
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SetState(STATE_RELEASE);
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// Does this really make sense? I don't think so, the release-decay should happen
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// from whatever level we are at, although the weirdo exponentials we have start at a fixed state :(
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height_ = sustainLevel;
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height_ = sustainLevel;
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}
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}
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void ADSREnvelope::DoState(PointerWrap &p) {
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void ADSREnvelope::DoState(PointerWrap &p) {
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auto s = p.Section("ADSREnvelope", 1);
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auto s = p.Section("ADSREnvelope", 1);
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if (!s)
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if (!s) {
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return;
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return;
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}
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p.Do(attackRate);
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p.Do(attackRate);
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p.Do(decayRate);
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p.Do(decayRate);
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@ -32,6 +32,8 @@
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#include "Core/CoreParameter.h"
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#include "Core/CoreParameter.h"
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#include "Core/MIPS/MIPSTables.h"
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#include "Core/MIPS/MIPSTables.h"
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#include "Core/MIPS/JitCommon/JitCommon.h"
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#include "Core/MIPS/JitCommon/JitCommon.h"
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#include "GPU/GPUInterface.h"
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#include "GPU/GPUState.h"
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#include "ext/disarm.h"
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#include "ext/disarm.h"
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#include "Common/CPUDetect.h"
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#include "Common/CPUDetect.h"
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@ -51,6 +53,7 @@ void DevMenu::CreatePopupContents(UI::ViewGroup *parent) {
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parent->Add(new Choice("Developer Tools"))->OnClick.Handle(this, &DevMenu::OnDeveloperTools);
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parent->Add(new Choice("Developer Tools"))->OnClick.Handle(this, &DevMenu::OnDeveloperTools);
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parent->Add(new Choice("Jit Compare"))->OnClick.Handle(this, &DevMenu::OnJitCompare);
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parent->Add(new Choice("Jit Compare"))->OnClick.Handle(this, &DevMenu::OnJitCompare);
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parent->Add(new Choice("Toggle Freeze"))->OnClick.Handle(this, &DevMenu::OnFreezeFrame);
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parent->Add(new Choice("Toggle Freeze"))->OnClick.Handle(this, &DevMenu::OnFreezeFrame);
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parent->Add(new Choice("Dump Frame GPU Commands"))->OnClick.Handle(this, &DevMenu::OnDumpFrame);
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}
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}
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UI::EventReturn DevMenu::OnLogConfig(UI::EventParams &e) {
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UI::EventReturn DevMenu::OnLogConfig(UI::EventParams &e) {
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@ -77,6 +80,11 @@ UI::EventReturn DevMenu::OnFreezeFrame(UI::EventParams &e) {
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return UI::EVENT_DONE;
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return UI::EVENT_DONE;
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}
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}
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UI::EventReturn DevMenu::OnDumpFrame(UI::EventParams &e) {
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gpu->DumpNextFrame();
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return UI::EVENT_DONE;
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}
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void DevMenu::dialogFinished(const Screen *dialog, DialogResult result) {
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void DevMenu::dialogFinished(const Screen *dialog, DialogResult result) {
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// Close when a subscreen got closed.
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// Close when a subscreen got closed.
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// TODO: a bug in screenmanager causes this not to work here.
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// TODO: a bug in screenmanager causes this not to work here.
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@ -39,6 +39,7 @@ protected:
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UI::EventReturn OnLogConfig(UI::EventParams &e);
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UI::EventReturn OnLogConfig(UI::EventParams &e);
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UI::EventReturn OnJitCompare(UI::EventParams &e);
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UI::EventReturn OnJitCompare(UI::EventParams &e);
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UI::EventReturn OnFreezeFrame(UI::EventParams &e);
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UI::EventReturn OnFreezeFrame(UI::EventParams &e);
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UI::EventReturn OnDumpFrame(UI::EventParams &e);
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UI::EventReturn OnDeveloperTools(UI::EventParams &e);
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UI::EventReturn OnDeveloperTools(UI::EventParams &e);
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};
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};
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