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Merge pull request #1757 from JayFoxRox/rename-vertexloaded-bp
Pica: Rename VertexLoaded breakpoint to VertexShaderInvocation
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commit
f5e839066a
@ -44,7 +44,7 @@ QVariant BreakPointModel::data(const QModelIndex& index, int role) const
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{ Pica::DebugContext::Event::PicaCommandProcessed, tr("Pica command processed") },
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{ Pica::DebugContext::Event::IncomingPrimitiveBatch, tr("Incoming primitive batch") },
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{ Pica::DebugContext::Event::FinishedPrimitiveBatch, tr("Finished primitive batch") },
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{ Pica::DebugContext::Event::VertexLoaded, tr("Vertex loaded") },
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{ Pica::DebugContext::Event::VertexShaderInvocation, tr("Vertex shader invocation") },
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{ Pica::DebugContext::Event::IncomingDisplayTransfer, tr("Incoming display transfer") },
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{ Pica::DebugContext::Event::GSPCommandProcessed, tr("GSP command processed") },
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{ Pica::DebugContext::Event::BufferSwapped, tr("Buffers swapped") }
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@ -365,7 +365,7 @@ GraphicsVertexShaderWidget::GraphicsVertexShaderWidget(std::shared_ptr< Pica::De
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input_data[i]->setValidator(new QDoubleValidator(input_data[i]));
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}
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breakpoint_warning = new QLabel(tr("(data only available at VertexLoaded breakpoints)"));
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breakpoint_warning = new QLabel(tr("(data only available at vertex shader invocation breakpoints)"));
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// TODO: Add some button for jumping to the shader entry point
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@ -454,7 +454,7 @@ GraphicsVertexShaderWidget::GraphicsVertexShaderWidget(std::shared_ptr< Pica::De
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void GraphicsVertexShaderWidget::OnBreakPointHit(Pica::DebugContext::Event event, void* data) {
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auto input = static_cast<Pica::Shader::InputVertex*>(data);
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if (event == Pica::DebugContext::Event::VertexLoaded) {
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if (event == Pica::DebugContext::Event::VertexShaderInvocation) {
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Reload(true, data);
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} else {
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// No vertex data is retrievable => invalidate currently stored vertex data
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@ -146,10 +146,9 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
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Shader::UnitState<false> shader_unit;
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Shader::Setup();
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if (g_debug_context)
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g_debug_context->OnEvent(DebugContext::Event::VertexLoaded, static_cast<void*>(&immediate_input));
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// Send to vertex shader
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if (g_debug_context)
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g_debug_context->OnEvent(DebugContext::Event::VertexShaderInvocation, static_cast<void*>(&immediate_input));
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Shader::OutputVertex output = Shader::Run(shader_unit, immediate_input, regs.vs.num_input_attributes+1);
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// Send to renderer
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@ -272,10 +271,9 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
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Shader::InputVertex input;
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loader.LoadVertex(base_address, index, vertex, input, memory_accesses);
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if (g_debug_context)
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g_debug_context->OnEvent(DebugContext::Event::VertexLoaded, (void*)&input);
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// Send to vertex shader
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if (g_debug_context)
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g_debug_context->OnEvent(DebugContext::Event::VertexShaderInvocation, (void*)&input);
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output = Shader::Run(shader_unit, input, loader.GetNumTotalAttributes());
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if (is_indexed) {
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@ -40,7 +40,7 @@ public:
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PicaCommandProcessed,
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IncomingPrimitiveBatch,
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FinishedPrimitiveBatch,
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VertexLoaded,
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VertexShaderInvocation,
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IncomingDisplayTransfer,
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GSPCommandProcessed,
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BufferSwapped,
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