windows-nt/Source/XPSP1/NT/multimedia/directx/dxg/ref8/common/debugmon.cpp

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2020-09-26 03:20:57 -05:00
///////////////////////////////////////////////////////////////////////////////
// Copyright (C) Microsoft Corporation, 2000.
//
// debugmon.cpp
//
// Direct3D Debug Monitor
//
///////////////////////////////////////////////////////////////////////////////
/*
WORKLIST
- vertex shader source <-> debugger
*/
#include "pch.cpp"
#pragma hdrstop
#include <process.h>
#include "d3ddm.hpp"
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
D3DDebugMonitor::D3DDebugMonitor( void )
{
// get pid and create DebugTargetContext sharedmem
int pid = _getpid();
m_pTgtCtxSM = new D3DSharedMem( sizeof(DebugTargetContext), D3DDM_TGTCTX_SM "%d", pid );
if( m_pTgtCtxSM == NULL )
{
DPFERR( "new D3DSharedMem failed" );
m_pTgtCtx = NULL;
m_pTgtCtxSM = NULL;
m_hTgtEventBP = NULL;
m_hTgtEventAck = NULL;
goto Error_Return;
}
m_pTgtCtx = (DebugTargetContext*)(m_pTgtCtxSM->GetPtr());
memset( m_pTgtCtx, 0x0, sizeof(DebugTargetContext) );
m_pTgtCtx->ProcessID = pid;
m_pTgtCtx->Version = D3DDM_VERSION;
// create target events
char name[128];
_snprintf( name, 128, D3DDM_TGT_EVENTBP "%d", m_pTgtCtx->ProcessID );
m_hTgtEventBP = CreateEvent( NULL, FALSE, FALSE, name );
_ASSERT( m_hTgtEventBP ,"CreateEvent for target event BP failed")
_snprintf( name, 128, D3DDM_TGT_EVENTACK "%d", m_pTgtCtx->ProcessID );
m_hTgtEventAck = CreateEvent( NULL, FALSE, FALSE, name );
_ASSERT( m_hTgtEventAck ,"CreateEvent for target event ACK failed");
Error_Return:
// null out monitor connections
m_pMonCtx = NULL;
m_pMonCtxSM = NULL;
m_pCmdData = NULL;
m_pCmdDataSM = NULL;
m_hMonEventCmd = 0;
return;
}
//-----------------------------------------------------------------------------
D3DDebugMonitor::~D3DDebugMonitor( void )
{
// send disconnect event to monitor
m_pTgtCtx->EventStatus = D3DDM_EVENT_TARGETEXIT;
SetEvent( m_hTgtEventBP );
DetachMonitorConnection();
CloseHandle( m_hTgtEventBP );
CloseHandle( m_hTgtEventAck );
delete m_pTgtCtxSM;
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
HRESULT
D3DDebugMonitor::AttachToMonitor( int iMon )
{
#if(D3D_DEBUGMON>0x00)
if (iMon < 1) return E_FAIL;
if (MonitorConnected() || !m_bDbgMonConnectionEnabled)
{
return E_FAIL;
}
// attach to monitor context
m_pMonCtxSM = new D3DSharedMem( sizeof(DebugMonitorContext), D3DDM_MONCTX_SM "%d", iMon );
if ( (m_pMonCtxSM == NULL) || !m_pMonCtxSM->AlreadyExisted() ) goto _fail_return; // monitor not there
// get pointer to monitor context bits
m_pMonCtx = (const DebugMonitorContext*)m_pMonCtxSM->GetPtr();
if (m_pMonCtx->TargetID) goto _fail_return; // monitor already taken
// request attachment to this context (cast to non-const just this once...)
((DebugMonitorContext*)m_pMonCtx)->TargetIDRequest = m_pTgtCtx->ProcessID;
// attach to monitor event acknowledge
char name[128];
_snprintf( name, 128, D3DDM_MON_EVENTCMD "%d", iMon );
m_hMonEventCmd = OpenEvent( EVENT_ALL_ACCESS, NULL, name );
// signal monitor via it's own event (just this once) and wait for reply on our ack
DPFINFO("D3DDebugTarget - attempting to attach to monitor");
SignalObjectAndWait( m_hMonEventCmd, m_hTgtEventAck, INFINITE, FALSE );
if ( m_pMonCtx->TargetID != m_pTgtCtx->ProcessID ) goto _fail_return;
// monitor is attached to this target
m_pTgtCtx->MonitorID = iMon;
// attach to command data SM
m_pCmdDataSM = new D3DSharedMem( D3DDM_CMDDATA_SIZE,
D3DDM_CMDDATA_SM "%d", m_pTgtCtx->MonitorID );
m_pCmdData = (DebugMonitorContext*)(m_pCmdDataSM->GetPtr());
// tell monitor that we are done attaching
SetEvent( m_hTgtEventBP );
DPFINFO("D3DDebugTarget - debug monitor attached");
return S_OK;
_fail_return:
if (m_pMonCtxSM) delete m_pMonCtxSM;
m_pMonCtxSM = NULL;
m_pMonCtx = NULL;
if (m_hMonEventCmd) CloseHandle( m_hMonEventCmd ); m_hMonEventCmd = 0;
return E_FAIL;
#else
return E_FAIL;
#endif
}
//-----------------------------------------------------------------------------
// drop connection
//-----------------------------------------------------------------------------
void
D3DDebugMonitor::DetachMonitorConnection( void )
{
#if(D3D_DEBUGMON>0x00)
if (MonitorConnected())
DPFINFO("D3DDebugTarget - debug monitor detached");
// drop attachment to monitor and delete monitor context attachment
m_pTgtCtx->MonitorID = 0; // let monitor know it is being dropped
if (NULL != m_pMonCtxSM) delete m_pMonCtxSM; m_pMonCtxSM = NULL;
m_pMonCtx = NULL;
if (NULL != m_pCmdDataSM) delete m_pCmdDataSM; m_pCmdDataSM = NULL;
m_pCmdData = NULL;
ResetEvent( m_hMonEventCmd );
if (m_hMonEventCmd) CloseHandle( m_hMonEventCmd ); m_hMonEventCmd = NULL;
#endif
}
//-----------------------------------------------------------------------------
// check for lost monitor connection, and clean up if necessary
//-----------------------------------------------------------------------------
BOOL
D3DDebugMonitor::CheckLostMonitorConnection( void )
{
#if(D3D_DEBUGMON>0x00)
if ( !m_pMonCtx )
{
// not connected
return TRUE;
}
if ( m_pMonCtx->TargetID != m_pTgtCtx->ProcessID )
{
// we have been disconnected
DetachMonitorConnection();
return TRUE;
}
return FALSE;
#else
return TRUE;
#endif
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
BOOL
D3DDebugMonitor::IsEventBreak( UINT32 EventType )
{
BOOL bReturn = FALSE;
#define _D3DDM_EVENT_CASE( _Event) \
case D3DDM_EVENT_##_Event: if (MonitorEventBP() & D3DDM_EVENT_##_Event) { bReturn = TRUE; } break
// keep this as single line per event - convenient place to set debugger breakpoints
switch ( EventType )
{
_D3DDM_EVENT_CASE(RSTOKEN);
_D3DDM_EVENT_CASE(BEGINSCENE);
_D3DDM_EVENT_CASE(ENDSCENE);
_D3DDM_EVENT_CASE(VERTEX);
_D3DDM_EVENT_CASE(VERTEXSHADERINST);
_D3DDM_EVENT_CASE(PRIMITIVE);
_D3DDM_EVENT_CASE(PIXEL);
_D3DDM_EVENT_CASE(PIXELSHADERINST);
default: break;
}
return bReturn;
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
HRESULT
D3DDebugMonitor::MonitorBreakpoint( void )
{
CheckLostMonitorConnection();
if ( !MonitorConnected() ) return S_OK;
// tell monitor that we are at an event breakpoint
SetEvent( m_hTgtEventBP );
DPFINFO("D3DDebugTarget - stopped in debug monitor");
// spin here responding to commands until command given to go
BOOL bResume = FALSE;
while ( !bResume )
{
// wait for command to be issued (or monitor dropped)
WaitForSingleObject( m_hMonEventCmd, INFINITE );
if ( CheckLostMonitorConnection() )
{
bResume = TRUE;
break;
}
// process command
switch ( m_pMonCtx->Command & D3DDM_CMD_MASK )
{
case D3DDM_CMD_GO:
m_pTgtCtx->CommandBufferSize = 0;
bResume = TRUE;
break;
default:
ProcessMonitorCommand();
break;
}
// acknowledge command processing done
SetEvent( m_hTgtEventAck );
}
DPFINFO("D3DDebugTarget - resumed");
return S_OK;
}
///////////////////////////////////////////////////////////////////////////////
// end