#include "ext/imgui/imgui.h" #include "ext/imgui/imgui_impl_thin3d.h" #include "UI/ImDebugger/ImGe.h" #include "UI/ImDebugger/ImDebugger.h" #include "GPU/Common/GPUDebugInterface.h" #include "GPU/Common/FramebufferManagerCommon.h" #include "GPU/Common/TextureCacheCommon.h" #include "GPU/Common/VertexDecoderCommon.h" #include "Core/HLE/sceDisplay.h" #include "Core/HW/Display.h" #include "GPU/Debugger/State.h" #include "GPU/GPUState.h" void DrawFramebuffersWindow(ImConfig &cfg, FramebufferManagerCommon *framebufferManager) { ImGui::SetNextWindowSize(ImVec2(520, 600), ImGuiCond_FirstUseEver); if (!ImGui::Begin("Framebuffers", &cfg.framebuffersOpen)) { ImGui::End(); return; } framebufferManager->DrawImGuiDebug(cfg.selectedFramebuffer); ImGui::End(); } void DrawTexturesWindow(ImConfig &cfg, TextureCacheCommon *textureCache) { ImGui::SetNextWindowSize(ImVec2(520, 600), ImGuiCond_FirstUseEver); if (!ImGui::Begin("Textures", &cfg.texturesOpen)) { ImGui::End(); return; } textureCache->DrawImGuiDebug(cfg.selectedTexAddr); ImGui::End(); } void DrawDisplayWindow(ImConfig &cfg, FramebufferManagerCommon *framebufferManager) { ImGui::SetNextWindowSize(ImVec2(520, 600), ImGuiCond_FirstUseEver); if (!ImGui::Begin("Display", &cfg.displayOpen)) { ImGui::End(); return; } ImGui::Checkbox("Display latched", &cfg.displayLatched); PSPPointer topaddr; u32 linesize; u32 pixelFormat; __DisplayGetFramebuf(&topaddr, &linesize, &pixelFormat, cfg.displayLatched); VirtualFramebuffer *fb = framebufferManager->GetVFBAt(topaddr.ptr); if (fb && fb->fbo) { ImTextureID texId = ImGui_ImplThin3d_AddFBAsTextureTemp(fb->fbo, Draw::FB_COLOR_BIT, ImGuiPipeline::TexturedOpaque); ImGui::Image(texId, ImVec2(fb->width, fb->height)); ImGui::Text("%s - %08x", fb->fbo->Tag(), topaddr.ptr); } else { // TODO: Sometimes we should display RAM here. ImGui::Text("Framebuffer not available to display"); } ImGui::End(); } // Note: This is not exclusively graphics. void DrawDebugStatsWindow(ImConfig &cfg) { ImGui::SetNextWindowSize(ImVec2(300, 500), ImGuiCond_FirstUseEver); if (!ImGui::Begin("Debug Stats", &cfg.debugStatsOpen)) { ImGui::End(); return; } char statbuf[4096]; __DisplayGetDebugStats(statbuf, sizeof(statbuf)); ImGui::TextUnformatted(statbuf); ImGui::End(); } // Stub void DrawGeDebuggerWindow(ImConfig &cfg) { ImGui::SetNextWindowSize(ImVec2(520, 600), ImGuiCond_FirstUseEver); if (!ImGui::Begin("GE Debugger", &cfg.geDebuggerOpen)) { ImGui::End(); return; } gpu->DrawImGuiDebugger(); ImGui::End(); } // TODO: Separate window or merge into Ge debugger? void DrawGeStateWindow(ImConfig &cfg, GPUDebugInterface *gpuDebug) { ImGui::SetNextWindowSize(ImVec2(300, 500), ImGuiCond_FirstUseEver); if (!ImGui::Begin("GE State", &cfg.geStateOpen)) { ImGui::End(); return; } if (ImGui::BeginTabBar("GeRegs", ImGuiTabBarFlags_None)) { auto buildStateTab = [&](const char *tabName, const TabStateRow *rows, size_t numRows) { if (ImGui::BeginTabItem(tabName)) { if (ImGui::BeginTable("fpr", 3, ImGuiTableFlags_RowBg | ImGuiTableFlags_BordersH)) { ImGui::TableSetupColumn("bkpt", ImGuiTableColumnFlags_WidthFixed); ImGui::TableSetupColumn("State", ImGuiTableColumnFlags_WidthFixed); ImGui::TableSetupColumn("Value", ImGuiTableColumnFlags_WidthStretch); for (size_t i = 0; i < numRows; i++) { ImGui::TableNextRow(); ImGui::TableNextColumn(); ImGui::Text("-"); // breakpoint ImGui::TableNextColumn(); ImGui::TextUnformatted(rows[i].title.data(), rows[i].title.data() + rows[i].title.size()); ImGui::TableNextColumn(); char temp[256]; auto &info = rows[i]; const bool enabled = info.enableCmd == 0 || (gstate.cmdmem[info.enableCmd] & 1) == 1; const u32 value = gstate.cmdmem[info.cmd] & 0xFFFFFF; const u32 otherValue = gstate.cmdmem[info.otherCmd] & 0xFFFFFF; const u32 otherValue2 = gstate.cmdmem[info.otherCmd2] & 0xFFFFFF; FormatStateRow(gpuDebug, temp, sizeof(temp), info.fmt, value, enabled, otherValue, otherValue2); ImGui::TextUnformatted(temp); } ImGui::EndTable(); } ImGui::EndTabItem(); } }; buildStateTab("Flags", g_stateFlagsRows, g_stateFlagsRowsSize); buildStateTab("Lighting", g_stateLightingRows, g_stateLightingRowsSize); buildStateTab("Texture", g_stateTextureRows, g_stateTextureRowsSize); buildStateTab("Settings", g_stateSettingsRows, g_stateSettingsRowsSize); // Do a vertex tab (maybe later a separate window) if (ImGui::BeginTabItem("Vertices")) { const ImGuiTableFlags tableFlags = ImGuiTableFlags_Resizable | ImGuiTableFlags_RowBg | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV | ImGuiTableFlags_NoBordersInBody | ImGuiTableFlags_ScrollY; if (ImGui::BeginTabBar("vertexmode", ImGuiTabBarFlags_None)) { auto state = gpuDebug->GetGState(); char fmtTemp[256]; FormatStateRow(gpuDebug, fmtTemp, sizeof(fmtTemp), CMD_FMT_VERTEXTYPE, state.vertType, true, false, false); ImGui::TextUnformatted(fmtTemp); // Let's see if it's fast enough to just do all this each frame. int rowCount_ = gpuDebug->GetCurrentPrimCount(); std::vector vertices; std::vector indices; if (!gpuDebug->GetCurrentSimpleVertices(rowCount_, vertices, indices)) { rowCount_ = 0; } VertexDecoderOptions options{}; // TODO: Maybe an option? options.applySkinInDecode = true; auto buildVertexTable = [&](bool raw) { // Ignore indices for now. if (ImGui::BeginTable("rawverts", VERTEXLIST_COL_COUNT + 1, tableFlags)) { static VertexDecoder decoder; decoder.SetVertexType(state.vertType, options); static const char *colNames[] = { "Index", "X", "Y", "Z", "U", "V", "Color", "NX", "NY", "NZ", }; for (int i = 0; i < ARRAY_SIZE(colNames); i++) { ImGui::TableSetupColumn(colNames[i], ImGuiTableColumnFlags_WidthFixed, 0.0f, i); } ImGui::TableSetupScrollFreeze(0, 1); // Make header row always visible ImGui::TableHeadersRow(); ImGuiListClipper clipper; _dbg_assert_(rowCount_ >= 0); clipper.Begin(rowCount_); while (clipper.Step()) { for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++) { int index = indices.empty() ? i : indices[i]; ImGui::PushID(i); ImGui::TableNextRow(); ImGui::TableNextColumn(); ImGui::Text("%d", index); for (int column = 0; column < VERTEXLIST_COL_COUNT; column++) { ImGui::TableNextColumn(); char temp[36]; if (raw) { FormatVertColRaw(&decoder, temp, sizeof(temp), index, column); } else { FormatVertCol(temp, sizeof(temp), vertices[index], column); } ImGui::TextUnformatted(temp); } ImGui::PopID(); } } clipper.End(); ImGui::EndTable(); } }; if (ImGui::BeginTabItem("Raw")) { buildVertexTable(true); ImGui::EndTabItem(); } if (ImGui::BeginTabItem("Transformed")) { buildVertexTable(false); ImGui::EndTabItem(); } // TODO: Let's not include columns for which we have no data. ImGui::EndTabBar(); } ImGui::EndTabItem(); } ImGui::EndTabBar(); } ImGui::End(); }