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GPU: Implement the Incoming/FinishedPrimitiveBatch debug breakpoints.

Subv 8 lat temu
rodzic
commit
1c31e2b3d2
1 zmienionych plików z 7 dodań i 0 usunięć
  1. 7 0
      src/video_core/engines/maxwell_3d.cpp

+ 7 - 0
src/video_core/engines/maxwell_3d.cpp

@@ -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) {