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	Pica: Rename VertexLoaded breakpoint to VertexShaderInvocation
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					 4 changed files with 8 additions and 10 deletions
				
			
		|  | @ -44,7 +44,7 @@ QVariant BreakPointModel::data(const QModelIndex& index, int role) const | |||
|                 { Pica::DebugContext::Event::PicaCommandProcessed, tr("Pica command processed") }, | ||||
|                 { Pica::DebugContext::Event::IncomingPrimitiveBatch, tr("Incoming primitive batch") }, | ||||
|                 { Pica::DebugContext::Event::FinishedPrimitiveBatch, tr("Finished primitive batch") }, | ||||
|                 { Pica::DebugContext::Event::VertexLoaded, tr("Vertex loaded") }, | ||||
|                 { Pica::DebugContext::Event::VertexShaderInvocation, tr("Vertex shader invocation") }, | ||||
|                 { Pica::DebugContext::Event::IncomingDisplayTransfer, tr("Incoming display transfer") }, | ||||
|                 { Pica::DebugContext::Event::GSPCommandProcessed, tr("GSP command processed") }, | ||||
|                 { Pica::DebugContext::Event::BufferSwapped, tr("Buffers swapped") } | ||||
|  |  | |||
|  | @ -365,7 +365,7 @@ GraphicsVertexShaderWidget::GraphicsVertexShaderWidget(std::shared_ptr< Pica::De | |||
|         input_data[i]->setValidator(new QDoubleValidator(input_data[i])); | ||||
|     } | ||||
| 
 | ||||
|     breakpoint_warning = new QLabel(tr("(data only available at VertexLoaded breakpoints)")); | ||||
|     breakpoint_warning = new QLabel(tr("(data only available at vertex shader invocation breakpoints)")); | ||||
| 
 | ||||
|     // TODO: Add some button for jumping to the shader entry point
 | ||||
| 
 | ||||
|  | @ -454,7 +454,7 @@ GraphicsVertexShaderWidget::GraphicsVertexShaderWidget(std::shared_ptr< Pica::De | |||
| 
 | ||||
| void GraphicsVertexShaderWidget::OnBreakPointHit(Pica::DebugContext::Event event, void* data) { | ||||
|     auto input = static_cast<Pica::Shader::InputVertex*>(data); | ||||
|     if (event == Pica::DebugContext::Event::VertexLoaded) { | ||||
|     if (event == Pica::DebugContext::Event::VertexShaderInvocation) { | ||||
|         Reload(true, data); | ||||
|     } else { | ||||
|         // No vertex data is retrievable => invalidate currently stored vertex data
 | ||||
|  |  | |||
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