Post Reply 
Thread Rating:
  • 1 Votes - 5 Average
  • 1
  • 2
  • 3
  • 4
  • 5
GE Debugger: Basic Questions
01-10-2015, 06:49 AM
Post: #2
RE: GE Debugger: Basic Questions
Step Draw steps to the next time we flush drawcalls. For example, the game may send several triangles to be sent, but for optimization reasons we batch them into groups. Step Draw jumps to the next batch. Note that the framebuffer preview won't change until the draw.

Step Prim means primitive. That's when the game sends a group of triangles (but again, we group these into larger batches for efficiency.) Using Step Prim will highlight in red the areas the game is drawing to.

Display lists are basically like programs that run on the GPU, essentially. These are the instructions that run on the GPU (they mostly just update GPU registers, like lighting, texture address, or etc.) The other tabs show the current state of most of these registers. Unfortunately there's not a ton of great documentation, at least that I know of.

A color table, or CLUT, has a few registers (look at the Texture tab) that say where it is, what format it's in (e.g. RGB 565), and how the indexes are determined (e.g. 4 bit, shifted left, offset, etc.)

Right now the easiest way to dump the texture is probably by using a screenshot, or else editing PPSSPP's souce code. But, if you want the memory behind it, you can look at the texture address in the Texture tab, and then go to the memory viewer (under Debug) and dump that ram to a file.

That said, many games load textures from files. You might run it using a debug log and look at what files it's accessing when loading that memory (you could set a CPU breakpoint on that RAM to see when it writes it.)

Find all posts by this user
Quote this message in a reply
Post Reply 

Messages In This Thread
GE Debugger: Basic Questions - flame1234 - 01-10-2015, 05:09 AM
RE: GE Debugger: Basic Questions - [Unknown] - 01-10-2015 06:49 AM
RE: GE Debugger: Basic Questions - vnctdj - 01-12-2015, 06:27 PM

Forum Jump: