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Things to do before moving on to the next major task. Need to get the debugger to state such that it can mostly replace the old Ge debugger, as fixing tricky basics will be slower later when it's not fresh in my head.
A meta-issue with a TODO-list. Checked-off things are already done.
Basic stepping and breakpoints
Vertex and framebuffer preview
Texture cache viewer
Ability to inspect the current texture in detail
CLUT viewer
State inspector with vertex coordinate view
Inspect matrices
Fix bugs where the new debugger doesn't work properly
God of War
Syphon Filter - Dark Mirror (something about signals messes it up when trying to step)
NOTE: This works with hleSplitSyscallOverGe() instead of gpu->ProcessDLQueue() in handleResult(PendingInterrupt& pend). However, this breaks the suspend test.
Correct the draw counter, add break-on-count
The text was updated successfully, but these errors were encountered:
Things to do before moving on to the next major task. Need to get the debugger to state such that it can mostly replace the old Ge debugger, as fixing tricky basics will be slower later when it's not fresh in my head.
A meta-issue with a TODO-list. Checked-off things are already done.
hleSplitSyscallOverGe()
instead ofgpu->ProcessDLQueue()
inhandleResult(PendingInterrupt& pend)
. However, this breaks the suspend test.The text was updated successfully, but these errors were encountered: