// Copyright (c) 2013- 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 "Windows/GEDebugger/GEDebugger.h" #include "Windows/GEDebugger/SimpleGLWindow.h" #include "GPU/GPUInterface.h" #include "GPU/Common/GPUDebugInterface.h" #include "GPU/GPUState.h" // TODO: Possibly a shader here to do the transforms? void CGEDebugger::UpdatePrimPreview(u32 op) { const u32 prim_type = (op >> 16) & 0xFF; const u32 count = op & 0xFFFF; if (prim_type >= 7) { ERROR_LOG(COMMON, "Unsupported prim type: %x", op); return; } if (!gpuDebug) { ERROR_LOG(COMMON, "Invalid debugging environment, shutting down?", op); return; } if (count == 0) { return; } const GEPrimitiveType prim = static_cast(prim_type); frameWindow->Begin(); // TODO: Get the coords, render on top of the texture and framebuffer previews. // TODO: glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);? frameWindow->End(); texWindow->Begin(); texWindow->End(); }