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Remove unused IMGui header and obsolete debugger documentation
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@@ -1,150 +0,0 @@
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// SPDX-License-Identifier: MIT
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#pragma once
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#include <FEXCore/fextl/string.h>
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#include <chrono>
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#include <imgui.h>
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#define YES_IMGUIFILESYSTEM
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#include <addons/imgui_user.h>
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#include <SDL.h>
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#include <SDL_scancode.h>
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#include <epoxy/gl.h>
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#include "imgui_impl_sdl.h"
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#include "imgui_impl_opengl3.h"
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#include <tuple>
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namespace FEX::GUI {
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using TupleReturn = std::tuple<SDL_Window*, SDL_GLContext>;
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static TupleReturn SetupIMGui(const char* Name, const fextl::string& Config) {
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// Setup SDL
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if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0) {
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printf("Error: %s\n", SDL_GetError());
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return TupleReturn {};
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}
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// Create window with graphics context
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SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
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SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
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SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
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SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
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SDL_Window* window = SDL_CreateWindow(Name, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 640, 640, window_flags);
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SDL_GLContext gl_context {};
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const char* glsl_version {};
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// Try a GL 3.0 context
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
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gl_context = SDL_GL_CreateContext(window);
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glsl_version = "#version 130";
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if (!gl_context) {
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// 3.0 failed, let's try 2.1
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_COMPATIBILITY);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1);
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gl_context = SDL_GL_CreateContext(window);
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glsl_version = "#version 120";
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if (!gl_context) {
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// 2.1 failed, let's try ES 2.0
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
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gl_context = SDL_GL_CreateContext(window);
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glsl_version = "#version 100";
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if (!gl_context) {
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printf("Couldn't create GL context: %s\n", SDL_GetError());
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return {};
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}
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}
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}
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SDL_GL_MakeCurrent(window, gl_context);
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SDL_GL_SetSwapInterval(1); // Enable vsync
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// Setup Dear ImGui context
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IMGUI_CHECKVERSION();
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO();
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io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
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io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
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io.IniFilename = &Config.at(0);
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ImGui_ImplSDL2_InitForOpenGL(window, gl_context);
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ImGui_ImplOpenGL3_Init(glsl_version);
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return std::make_tuple(window, gl_context);
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}
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static std::chrono::time_point<std::chrono::high_resolution_clock> LastUpdate {};
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constexpr auto UpdateTimeout = std::chrono::seconds(2);
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void DrawUI(SDL_Window* window, std::function<bool()> DrawFunction) {
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bool Running {true};
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ImGuiIO& io = ImGui::GetIO();
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while (Running) {
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SDL_Event event;
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auto Now = std::chrono::high_resolution_clock::now();
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auto Dur = Now - LastUpdate;
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if (Dur < UpdateTimeout || SDL_WaitEvent(nullptr)) {
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while (SDL_PollEvent(&event)) {
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ImGui_ImplSDL2_ProcessEvent(&event);
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if (event.type == SDL_QUIT) {
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Running = false;
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}
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if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window)) {
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Running = false;
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}
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}
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}
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// Start the Dear ImGui frame
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ImGui_ImplOpenGL3_NewFrame();
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ImGui_ImplSDL2_NewFrame(window);
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Running &= DrawFunction();
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glClear(GL_COLOR_BUFFER_BIT);
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ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
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if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) {
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SDL_Window* backup_current_window = SDL_GL_GetCurrentWindow();
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SDL_GLContext backup_current_context = SDL_GL_GetCurrentContext();
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ImGui::UpdatePlatformWindows();
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ImGui::RenderPlatformWindowsDefault();
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SDL_GL_MakeCurrent(backup_current_window, backup_current_context);
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}
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SDL_GL_SwapWindow(window);
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}
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}
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void Shutdown(SDL_Window* window, SDL_GLContext gl_context) {
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ImGui_ImplOpenGL3_Shutdown();
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ImGui_ImplSDL2_Shutdown();
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ImGui::DestroyContext();
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SDL_GL_DeleteContext(gl_context);
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SDL_DestroyWindow(window);
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SDL_Quit();
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}
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void HadUpdate() {
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LastUpdate = std::chrono::high_resolution_clock::now();
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// Update the window
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SDL_Event Event {};
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Event.type = SDL_USEREVENT;
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SDL_PushEvent(&Event);
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}
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} // namespace FEX::GUI
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@@ -1,30 +0,0 @@
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# FEX - Debugger GUI
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---
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FEX has a debugger GUI for debugging the translation of x86 code.
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This UI is written in [Dear ImGui](https://github.com/ocornut/imgui) since it is purely for debugging and not user facing.
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## Features
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* Stopping code execution at any point
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* Single stepping code
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* ELF code loading
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* Test Harness code loading
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* CPU State inspection
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* IR inspection
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* CF inspection of IR
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* Application stderr, stdout viewing
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* Disassembler for viewing both guest and host code
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## Nice to have
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* IR writing and direct compiling
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* Requires writing an IR lexer
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* Profiling of compiled blocks directly in debugger
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* Save CPU state prior to running, time compiled block for microprofiling
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* Save all state to file to allow offline inspection and profiling
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* Save original code
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* Save CPU state on entry
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* Save IR
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* Save compiled host code
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* Profiling data
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* Allow comparison of all state before(What was saved to file) and after (New version compiled in this version of FEX for iterative debugging)
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* Single stepping of IR state and inspection of SSA values
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* Complete disconnection of debugger from FEXCore to ensure robustness if core crashes.
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