GPU: Implement the Incoming/FinishedPrimitiveBatch debug breakpoints.

This commit is contained in:
Subv 2018-03-22 15:27:28 -05:00
parent 1ad97c75a0
commit 1c31e2b3d2

View file

@ -173,6 +173,9 @@ void Maxwell3D::ProcessQueryGet() {
void Maxwell3D::DrawArrays() {
LOG_WARNING(HW_GPU, "Game requested a DrawArrays, ignoring");
if (Tegra::g_debug_context) {
Tegra::g_debug_context->OnEvent(Tegra::DebugContext::Event::IncomingPrimitiveBatch, nullptr);
}
auto& fragment_shader = state.shader_stages[static_cast<size_t>(Regs::ShaderStage::Fragment)];
auto& tex_info_buffer = fragment_shader.const_buffers[regs.tex_cb_index];
@ -215,6 +218,10 @@ void Maxwell3D::DrawArrays() {
tex_info.tic_id.Value(), tex_info.tsc_id.Value(), tic_entry.Address());
}
}
if (Tegra::g_debug_context) {
Tegra::g_debug_context->OnEvent(Tegra::DebugContext::Event::FinishedPrimitiveBatch, nullptr);
}
}
void Maxwell3D::BindTextureInfoBuffer(const std::vector<u32>& parameters) {