Unknown W. Brackets
fddcbfc5fa
GE Debugger: Include rendered CLUTs in frame dumps.
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Like with textures, this uses the VRAM address directly.
2022-09-19 12:01:34 -07:00
Unknown W. Brackets
7b4cc3334b
GE Debugger: Save current clut in frame dumps.
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For example, #14465 shows a case where the frame relies on a previously
loaded CLUT.
2022-09-19 08:30:12 -07:00
Unknown W. Brackets
5b5529b390
GE Debugger: Show time spent stepping.
2022-09-18 09:52:15 -07:00
Unknown W. Brackets
7d07e4e75d
GE Debugger: Add fields to register expressions.
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This means a conditional breakpoint can now use, for example,
vtype.through == 1 to check the through mode flag.
No constants, but this makes it easier to get right. Would be nice to
have an autocomplete of the field names, of course...
2022-09-11 13:09:03 -07:00
Unknown W. Brackets
55c70332a1
GE Debugger: Eval breakpoints as if register set.
2022-09-11 11:05:30 -07:00
Unknown W. Brackets
aa377662dd
GE Debugger: Provide addrs in breakpoint conds.
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Easier to just refer to the full address.
2022-09-11 10:57:04 -07:00
Unknown W. Brackets
100cbec620
GE Debugger: Fix crash on bp before list running.
2022-09-10 19:45:08 -07:00
Unknown W. Brackets
402492a958
GE Debugger: Show imm prim flag detail in disasm.
2022-09-06 22:31:09 -07:00
Unknown W. Brackets
531c7e452d
GE Debugger: Count imm prims as prims.
2022-09-06 18:55:25 -07:00
Unknown W. Brackets
f14e49a373
GE Debugger: Add conditions to cmd breakpoints.
2022-09-05 17:33:54 -07:00
Unknown W. Brackets
0b30b723bb
GE Debugger: Add address breakpoint conditions.
2022-09-05 17:33:54 -07:00
Unknown W. Brackets
542e7aa555
GE Debugger: Add a table of register metadata.
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So far, not used, but indicates info about each GE register.
2022-09-05 12:15:53 -07:00
Unknown W. Brackets
a901fa4315
GE Debugger: Add separate step based on vsync.
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I think there were some games where this would step in the middle of a
frame, but not seeing it commonly now. So make it the default, but allow
both methods in the menu.
Fixes #15893 .
2022-08-23 19:48:34 -07:00
Unknown W. Brackets
86085335ca
GE Debugger: Record 1 flip if no display calls.
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Before we were waiting 4 flips before ending recording.
2022-08-23 19:20:14 -07:00
Unknown W. Brackets
229c944208
GE Debugger: Include extended CLUT in frame dumps.
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Not available on a real PSP, but used in an enhancement (see #15727.)
2022-08-20 17:35:06 -07:00
Henrik Rydgård
2f3cad9964
After recording a GE dump, open an explorer window pointing at the file
2022-08-16 21:54:36 +02:00
Unknown W. Brackets
132686513d
GE Debugger: Correct base accounting in playback.
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On a jump, was forgetting the base value which caused corruption.
2022-08-14 16:14:23 -07:00
Unknown W. Brackets
4467b7830f
Debugger: Bump GE dump version to ignore bad flag.
2022-08-11 20:28:56 -07:00
Unknown W. Brackets
c74d69bc2d
Debugger: Correct GE frame dump VRAM dirty flag.
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Was just wrong before, causing incorrect ignoring in some cases.
2022-08-11 20:25:01 -07:00
Unknown W. Brackets
539e2bbbf8
Debugger: Track unchanged VRAM to avoid copy.
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See #15251 , the framedump here reused a VRAM texture for many draws, and
this caused it to recopy the texture over and over again. Use a flag to
skip if possible.
2022-02-20 13:51:40 -08:00
Unknown W. Brackets
71e855a822
GE Debugger: Track last gstate on stepping.
2022-02-13 10:22:59 -08:00
Unknown W. Brackets
0e4daa05b9
GE Debugger: Avoid crash on Step Draw with flush.
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If we're already stepping, we shouldn't try to re-enter stepping.
2022-02-10 21:44:41 -08:00
Unknown W. Brackets
f17f6465ac
GE Debugger: Optimize slab lookup.
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If the slab is the last one, we can grab it right away.
2022-02-07 23:55:10 -08:00
Unknown W. Brackets
da4206b078
GE Debugger: Skip overhead without breakpoints.
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In the common case that there's no breakpoints, we can skip most of the
checks and a call.
2022-02-07 23:54:18 -08:00
Unknown W. Brackets
c66619f7c9
GE Debugger: Add filter to skip prim calls.
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This allows you to cut prims from the scene as desired.
2022-02-06 21:25:33 -08:00
Unknown W. Brackets
1d37f24e17
GE Debugger: Reduce playback command noise.
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No need to reassert these values each prim.
2022-02-05 19:27:20 -08:00
Unknown W. Brackets
2479d52202
Global: Reduce includes of common headers.
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In many places, string, map, or Common.h were included but not needed.
2022-01-30 16:35:33 -08:00
Unknown W. Brackets
e47ee79899
GE Debugger: Allow GPU stepping while CPU stepping.
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This can happen if you step into an update stall address call or similar.
2022-01-23 23:06:33 -08:00
Unknown W. Brackets
eb95b99523
GE Debugger: Add option to auto flush.
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This makes it easier to see what's happening in each draw.
2022-01-22 13:12:59 -08:00
Henrik Rydgård
f991f6a789
Remove the old allocator visualizer. Keep the setting but hide it. Other feedback
2021-11-23 08:55:12 +01:00
Unknown W. Brackets
a0599f70c4
GE Debugger: Record until some drawing.
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Otherwise, we end up with empty frame dumps if games call display twice.
2021-11-03 17:40:20 -07:00
Henrik Rydgård
73871b9b7e
Implement new thread manager, port stuff to it.
2021-06-12 13:03:53 +02:00
Henrik Rydgård
025bcb1673
Introduce Path, start using it all over the place.
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Still lots left to convert!
Convert GetSysDirectory to return Path.
More buildfixing
Remove unnecessary Path( constructors
2021-05-13 10:39:16 +02:00
Unknown W. Brackets
086b8229f5
GE Debugger: Keep dump generation deterministic.
2021-04-17 16:25:36 -07:00
Unknown W. Brackets
abb7b83fee
GE Debugger: Thread dedupe pushbuf lookups.
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This improves time especially for larger dumps.
2021-04-16 00:00:56 -07:00
Unknown W. Brackets
a97030068c
GE Debugger: Use zstd for save states.
2021-04-11 09:13:10 -07:00
Unknown W. Brackets
cc1b4e695d
Debugger: Correct crash with no alloc tag.
2021-02-15 15:01:23 -08:00
Henrik Rydgård
4f43cff5ca
Move fileutil, net, image loaders, ui to Common. ( #13506 )
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* Move and rename file_util/fd_util to Common/File/FileUtil and DirListing
Let's also move net while we're at it.
Move the ZIM/PNG loaders over to Common.
Move the UI framework into Common
iOS buildfix
* Buildfix
* Buildfixes
* Apple buildfix
* This typo again..
* UWP buildfix
* Fix build of PPSSPPQt, such as it is (it's not in good condition...)
* Guess what? Another buildfix.
2020-10-04 20:48:47 +02:00
Henrik Rydgård
821817e6d4
Move the profiler to Common
2020-10-04 11:42:16 +02:00
Henrik Rydgård
989e353482
Common.h shouldn't include Log.h.
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Buildfixes
More buildfixes. Move JSON code to common.
2020-10-04 11:42:14 +02:00
Henrik Rydgård
3162f30158
Merge base/basictypes.h into Common/Common.h (mostly).
2020-09-29 15:51:51 +02:00
Henrik Rydgård
ed88761ecc
Merge ext/native/stringutil.cpp/h into Common/StringUtils.cpp/h.
2020-09-29 15:51:51 +02:00
Unknown W. Brackets
815580533c
GE Debugger: Include game ID inside dump file.
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Just so we're not relying on filename parsing. It's useful information.
2020-09-06 14:38:56 -07:00
Henrik Rydgård
809fd6b8fa
Small perf optimization in debug mode (surprisingly expensive to do a vector lookup here).
2020-07-24 00:05:36 +02:00
Henrik Rydgård
c5e0b799d9
Remove category from _assert_msg_ functions. We don't filter these by category anyway.
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Fixes the inconsistency where we _assert_ didn't take a category but
_assert_msg_ did.
2020-07-19 20:33:25 +02:00
Unknown W. Brackets
61f907fd18
GE Debugger: Fix alignment in GE dumps.
2020-05-24 19:06:20 -07:00
Unknown W. Brackets
3b74d4b680
GE Debugger: Prevent crash when stopping execution.
2020-04-11 23:44:31 -07:00
Unknown W. Brackets
93069756e6
GE Debugger: Split playback into a separate file.
2019-06-23 18:49:27 -07:00
Unknown W. Brackets
9e98642258
GE Debugger: Cache decompressed frame commands.
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This adds to noise in profiling the frame dump.
2019-06-23 18:29:36 -07:00
Unknown W. Brackets
df6c5f38dc
Core: Use readable names for failed backends.
2019-06-22 12:48:56 -07:00