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///////////////////////////////////////////////////////////////////////////////
// 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
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