Unknown W. Brackets
2fc296a1fb
gedbg: Format a few more cmds.
2016-01-07 22:42:20 -08:00
Unknown W. Brackets
63c600d5e2
gedbg: Format flat shading.
2016-01-04 21:46:18 -08:00
Kingcom
1f5c28ca62
GEDebugger: Add option to force texture opaqueness
2016-01-03 20:50:43 +01:00
gmvbif
63ee113af4
Added break for every switch case in DescribePixelRGBA. Please double check this.
2016-01-02 09:40:50 +03:00
Unknown W. Brackets
39d1dd3a01
Initialize this in case it's never used.
2015-12-20 09:28:58 -08:00
Unknown W. Brackets
40eaa00351
Oops, left this wrong while debugging.
2015-12-20 08:59:04 -08:00
Unknown W. Brackets
49780eac24
Use VAOs in vertex preview drawing.
2015-12-19 09:18:30 -08:00
Unknown W. Brackets
5fe802c4e9
Use VAOs in GE debugger drawing.
2015-12-19 09:18:29 -08:00
Henrik Rydgard
f3b0562bd8
Improve viewport terminology a bit. No functional change.
2015-11-04 22:03:29 +01:00
Henrik Rydgard
6cc7a85cde
Rename WndMainWindow to MainWindow
2015-09-19 13:14:05 +02:00
Unknown W. Brackets
296173317d
Let's also show 24-bit values in a 16-bit range.
2015-08-23 17:55:54 -07:00
Unknown W. Brackets
95d4f88e01
Read depth values as floats on OpenGL.
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This preserves the full precision better than a 16-bit value does.
2015-08-23 17:52:15 -07:00
Unknown W. Brackets
50b2160711
Show preview pixel values only when displayed.
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This prevents it from showing after resume.
2015-08-23 11:15:52 -07:00
Unknown W. Brackets
720c6a30d5
Add scaled float version to GE debugger preview.
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This gives a sense of scale (e.g. 24 vs 16 bit values.)
2015-08-23 09:27:59 -07:00
Unknown W. Brackets
ba15718db3
Track hovering in GE debugger to show pixel value.
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This works for texture, framebuffer, depth, and stencil.
Importantly, allows debugging the actual depth values present.
2015-08-23 09:25:05 -07:00
Unknown W. Brackets
1c61470d0c
Blind Windows buildfix
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Need to handle the vertex preview coordinates too.
2015-08-08 12:09:34 -04:00
Henrik Rydgard
cde585a29a
Include dependency cleanup
2015-07-29 11:48:20 +02:00
Henrik Rydgard
aaa8350591
Windows: Fix some remaining ASLR issues
2015-07-15 22:25:24 +02:00
Henrik Rydgard
d3018c1787
Windows: Enable ASLR (had to fix a few pointer truncations)
2015-07-15 20:02:42 +02:00
Unknown W. Brackets
a090b5853f
Process UV rotation even in full transform.
2015-05-10 14:17:20 -07:00
Unknown W. Brackets
518cabd991
Correct vertex preview of throughmode rects.
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The texture was not highlighted correctly, since we didn't normalize all
coords.
2015-02-25 21:25:49 -08:00
Henrik Rydgard
ca512ea06a
More minor cleanup. Update lang.
2015-02-03 21:59:36 +01:00
Peter Tissen
6f2962e0c3
make sure all the counters are increased by the correct value
2015-02-02 22:30:47 +01:00
Peter Tissen
4a150bead7
don't try to access past the number of vertices when drawing rectangles
2015-02-02 22:08:33 +01:00
Unknown W. Brackets
7f7bf937fc
Scale UVs in through and non-through.
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This also shows them scaled to the w/h in the vertex preview, which is
probably easier to read and matches positions.
Additionally, fixes textures drawn fully not being highlighted at all.
2015-01-03 17:16:16 -08:00
Unknown W. Brackets
fba0110073
Properly clamp some iterative snprintf()s.
2014-11-05 08:06:15 -08:00
Unknown W. Brackets
fee1ab98ba
Add support for 24/8 textures in the GE debugger.
2014-09-14 11:13:03 -07:00
Henrik Rydgard
37e3cf362f
Move vertexdecoder files into GPU/Common
2014-09-12 02:00:32 +02:00
Henrik Rydgard
7cf05e44a2
Add option to vertexdecoder to expand UVs to floats
2014-09-12 02:00:31 +02:00
Unknown W. Brackets
5d313d1af4
Fix crash in GE debugger when game quit.
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Fixes #6856 .
2014-09-07 20:38:51 -07:00
Unknown W. Brackets
4a615dc46c
Support BGRA formats in the debugger previews.
2014-08-24 22:08:28 -07:00
Henrik Rydgard
1d7642fa48
Remove most mentions of the "_XBOX" define
2014-08-24 14:21:35 +02:00
Unknown W. Brackets
55403e42c2
Introduce a memory shutdown lock.
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This allows the debugger to access memory in a safe way that should never
crash.
2014-07-19 23:30:19 -07:00
Unknown W. Brackets
95e4e04f8d
Fix a crash in the GE debugger on matrix tab.
2014-06-16 00:36:16 -07:00
Unknown W. Brackets
f6649794df
Respect max texture level in GE debugger preview.
2014-06-15 10:31:16 -07:00
Unknown W. Brackets
913914a4c1
Fix some type conversion warnings.
2014-06-15 10:01:54 -07:00
Unknown W. Brackets
d7e5b7956e
Add buttons to select texture level in ge debugger.
2014-06-15 10:01:32 -07:00
Unknown W. Brackets
eaf3288304
Add debug interface for non-L0 texture preview.
2014-06-15 09:30:37 -07:00
Unknown W. Brackets
030b562eb9
Support render-to-offset within a framebuffer.
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Fixes #6324 .
2014-06-14 17:08:41 -07:00
Unknown W. Brackets
fc7b5f3141
Make sure not to break when GE debugger closed.
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Also, try to fix a might-be race condition.
2014-05-15 22:45:51 -07:00
Unknown W. Brackets
7fd7337911
Update GE lists when switching.
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This uses a mutex, so it should be safe to do any time. Really helps
debugging hung lists.
2014-04-11 23:50:20 -07:00
Unknown W. Brackets
a843cbd580
Shrink the very common sceKernelThread.h include.
2014-03-15 11:44:02 -07:00
Unknown W. Brackets
8f09a341df
Fix a few leaks in the Windows UI code.
2014-02-14 21:08:24 -08:00
Henrik Rydgård
c158d0ad10
Merge pull request #5427 from Kingcom/ListCheckboxes
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Use checkboxes in breakpoint list
2014-02-13 11:57:04 +01:00
Kingcom
2b7a601c17
Add checkboxes to GenericListControl, use them in CtrlBreakpointList
2014-02-13 10:24:42 +01:00
Henrik Rydgard
333580e3b2
Warning fixes
2014-02-10 09:56:52 +01:00
Unknown W. Brackets
7380c5b664
Stop showing z = 1.0 for non through in debugger.
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Oops.
2014-02-09 00:33:15 -08:00
Unknown W. Brackets
442b3171dc
Typo.
2014-02-09 00:20:09 -08:00
Unknown W. Brackets
9e8e9ec62f
Add a tab to show matrices as well.
2014-02-08 23:27:05 -08:00
Unknown W. Brackets
e7eca477b0
Add a tab to show vertex values to the GE debugger.
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Should be pretty useful, especially for depth issues.
2014-02-08 22:03:29 -08:00