Add basic vertex data viewer (with the same flaws as the old one)

This commit is contained in:
Henrik Rydgård committed 2024-12-06 09:29:12 +01:00
1 parent dab40ab602
commit 2c8e78408b
7 files changed
+107 -19

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+3
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@@ -691,6 +691,9 @@ bool DrawEngineCommon::GetCurrentSimpleVertices(int count, std::vector<GPUDebugV
Matrix4ByMatrix4(worldview, world, view);
Matrix4ByMatrix4(worldviewproj, worldview, gstate.projMatrix);
// This transforms the vertices.
// NOTE: We really should just run the full software transform?
vertices.resize(indexUpperBound + 1);
uint32_t vertType = gstate.vertType;
for (int i = indexLowerBound; i <= indexUpperBound; ++i) {
+1 -1
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@@ -200,7 +200,7 @@ class GPUDebugInterface {
public:
virtual ~GPUDebugInterface() {}
virtual bool GetCurrentDisplayList(DisplayList &list) = 0;
virtual bool GetCurrentCommand(u32 *cmd) = 0;
virtual int GetCurrentPrimCount() = 0;
virtual std::vector<DisplayList> ActiveDisplayLists() = 0;
virtual void ResetListPC(int listID, u32 pc) = 0;
virtual void ResetListStall(int listID, u32 stall) = 0;
+1 -1
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@@ -59,11 +59,11 @@ enum VertexListCols {
VERTEXLIST_COL_NX,
VERTEXLIST_COL_NY,
VERTEXLIST_COL_NZ,
VERTEXLIST_COL_COUNT,
};
class GPUDebugInterface;
struct TabStateRow {
std::string_view title;
uint8_t cmd;
+11 -3
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@@ -1581,13 +1581,21 @@ bool GPUCommon::GetCurrentDisplayList(DisplayList &list) {
return true;
}
bool GPUCommon::GetCurrentCommand(u32 *cmd) {
int GPUCommon::GetCurrentPrimCount() {
DisplayList list;
if (GetCurrentDisplayList(list)) {
*cmd = Memory::Read_U32(list.pc);
u32 cmd = Memory::Read_U32(list.pc);
if ((cmd >> 24) == GE_CMD_PRIM || (cmd >> 24) == GE_CMD_BOUNDINGBOX) {
return cmd & 0xFFFF;
} else if ((cmd >> 24) == GE_CMD_BEZIER || (cmd >> 24) == GE_CMD_SPLINE) {
u32 u = (cmd & 0x00FF) >> 0;
u32 v = (cmd & 0xFF00) >> 8;
return u * v;
}
return true;
} else {
return false;
// Current prim value.
return gstate.cmdmem[GE_CMD_PRIM] & 0xFFFF;
}
}
+1 -1
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@@ -328,7 +328,7 @@ public:
// From GPUDebugInterface.
bool GetCurrentDisplayList(DisplayList &list) override;
bool GetCurrentSimpleVertices(int count, std::vector<GPUDebugVertex> &vertices, std::vector<u16> &indices) override;
bool GetCurrentCommand(u32 *cmd) override;
int GetCurrentPrimCount() override;
FramebufferManagerCommon *GetFramebufferManagerCommon() override {
return nullptr;
}
+89 -1
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@@ -5,6 +5,7 @@
#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"
@@ -96,7 +97,6 @@ void DrawGeStateWindow(ImConfig &cfg, GPUDebugInterface *gpuDebug) {
ImGui::End();
return;
}
if (ImGui::BeginTabBar("GeRegs", ImGuiTabBarFlags_None)) {
auto buildStateTab = [&](const char *tabName, const TabStateRow *rows, size_t numRows) {
if (ImGui::BeginTabItem(tabName)) {
@@ -135,6 +135,94 @@ void DrawGeStateWindow(ImConfig &cfg, GPUDebugInterface *gpuDebug) {
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<GPUDebugVertex> vertices;
std::vector<u16> 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();
+1 -12
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@@ -168,19 +168,8 @@ int CtrlVertexList::GetRowCount() {
// TODO: Maybe there are smarter ways? Also, is this the best place to recalc?
auto state = gpuDebug->GetGState();
rowCount_ = state.prim & 0xFFFF;
// Override if we're on a prim command.
u32 cmd;
if (gpuDebug->GetCurrentCommand(&cmd)) {
if ((cmd >> 24) == GE_CMD_PRIM || (cmd >> 24) == GE_CMD_BOUNDINGBOX) {
rowCount_ = cmd & 0xFFFF;
} else if ((cmd >> 24) == GE_CMD_BEZIER || (cmd >> 24) == GE_CMD_SPLINE) {
u32 u = (cmd & 0x00FF) >> 0;
u32 v = (cmd & 0xFF00) >> 8;
rowCount_ = u * v;
}
}
int rowCount_ = gpuDebug->GetCurrentPrimCount();
if (!gpuDebug->GetCurrentSimpleVertices(rowCount_, vertices, indices)) {
rowCount_ = 0;
}