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DataBreakpoint.cpp
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//--------------------------------------------------------------------------------------
// DataBreakpoint.cpp
//
// Advanced Technology Group (ATG)
// Copyright (C) Microsoft Corporation. All rights reserved.
//--------------------------------------------------------------------------------------
#include "pch.h"
#include "DataBreakpoint.h"
#include "ControllerFont.h"
#include "ATGColors.h"
extern void ExitSample() noexcept;
using namespace DirectX;
using Microsoft::WRL::ComPtr;
Sample::Sample() :
m_frame(0)
, m_executionTestResult(TestStatus::TEST_NOT_RUN)
, m_readTestResult(TestStatus::TEST_NOT_RUN)
, m_readWriteTestResult(TestStatus::TEST_NOT_RUN)
{
m_deviceResources = std::make_unique<DX::DeviceResources>(DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_UNKNOWN);
}
// Initialize the Direct3D resources required to run.
void Sample::Initialize(IUnknown* window)
{
m_gamePad = std::make_unique<GamePad>();
m_deviceResources->SetWindow(window);
m_deviceResources->CreateDeviceResources();
CreateDeviceDependentResources();
m_deviceResources->CreateWindowSizeDependentResources();
CreateWindowSizeDependentResources();
}
#pragma region Frame Update
// Executes basic render loop.
void Sample::Tick()
{
PIXBeginEvent(PIX_COLOR_DEFAULT, L"Frame %llu", m_frame);
m_timer.Tick([&]()
{
Update(m_timer);
});
Render();
PIXEndEvent();
m_frame++;
}
// Updates the world.
void Sample::Update(DX::StepTimer const& /*timer*/)
{
PIXBeginEvent(PIX_COLOR_DEFAULT, L"Update");
auto pad = m_gamePad->GetState(0);
if (pad.IsConnected())
{
m_gamePadButtons.Update(pad);
if (m_gamePadButtons.a == DirectX::GamePad::ButtonStateTracker::PRESSED)
{
m_executionTestResult = m_dataTest.RunTest(DataBreakpointTest::WhichTest::ExecutionTest) ? TestStatus::TEST_SUCCESS : TestStatus::TEST_FAILURE;
}
if (m_gamePadButtons.b == DirectX::GamePad::ButtonStateTracker::PRESSED)
{
m_readTestResult = m_dataTest.RunTest(DataBreakpointTest::WhichTest::ReadTest) ? TestStatus::TEST_SUCCESS : TestStatus::TEST_FAILURE;
}
if (m_gamePadButtons.x == DirectX::GamePad::ButtonStateTracker::PRESSED)
{
m_readWriteTestResult = m_dataTest.RunTest(DataBreakpointTest::WhichTest::ReadWriteTest) ? TestStatus::TEST_SUCCESS : TestStatus::TEST_FAILURE;
}
if (pad.IsViewPressed())
{
ExitSample();
}
}
else
{
m_gamePadButtons.Reset();
}
PIXEndEvent();
}
#pragma endregion
#pragma region Frame Render
// Draws the scene.
void Sample::Render()
{
// Don't try to render anything before the first Update.
if (m_timer.GetFrameCount() == 0)
{
return;
}
// Prepare the render target to render a new frame.
m_deviceResources->Prepare();
Clear();
auto context = m_deviceResources->GetD3DDeviceContext();
PIXBeginEvent(context, PIX_COLOR_DEFAULT, L"Render");
RECT safeRect = SimpleMath::Viewport::ComputeTitleSafeArea(1920, 1080);
XMFLOAT2 pos(float(safeRect.left), float(safeRect.top));
m_spriteBatch->Begin();
m_spriteBatch->Draw(m_background.Get(), m_deviceResources->GetOutputSize());
std::wstring outputString;
outputString = L"Data Breakpoint Tests ";
uint32_t numDots = (m_timer.GetFrameCount() % 10) + 1;
for (uint32_t i = 0; i < numDots; i++)
{
outputString += L".";
}
m_font->DrawString(m_spriteBatch.get(), outputString.c_str(), pos);
pos.y += m_font->GetLineSpacing() * 3;
DrawStatusString(L"[A]", L"Execution Breakpoint", m_executionTestResult, pos);
DrawHelpText(pos, DataBreakpointTest::WhichTest::ExecutionTest);
pos.y += m_font->GetLineSpacing() * 3;
DrawStatusString(L"[B]", L"Read Breakpoint", m_readTestResult, pos);
DrawHelpText(pos, DataBreakpointTest::WhichTest::ReadTest);
pos.y += m_font->GetLineSpacing() * 3;
DrawStatusString(L"[X]", L"Read/Write Breakpoint", m_readWriteTestResult, pos);
DrawHelpText(pos, DataBreakpointTest::WhichTest::ReadWriteTest);
pos.y += m_font->GetLineSpacing() * 3;
m_spriteBatch->End();
PIXEndEvent(context);
// Show the new frame.
PIXBeginEvent(context, PIX_COLOR_DEFAULT, L"Present");
m_deviceResources->Present();
m_graphicsMemory->Commit();
PIXEndEvent(context);
}
void Sample::DrawStatusString(const std::wstring& button, const std::wstring& testName, TestStatus status, XMFLOAT2& pos)
{
RECT stringBounds;
std::wstring outputString;
std::wstring resultString;
XMVECTORF32 resultColor = ATG::Colors::OffWhite;
outputString = L"Press ";
outputString += button;
outputString += L" to run ";
outputString += testName;
outputString += L" Test: ";
switch (status)
{
case TestStatus::TEST_NOT_RUN:
resultString += L"not run yet";
break;
case TestStatus::TEST_SUCCESS:
resultString += L"success";
resultColor = ATG::Colors::Green;
break;
case TestStatus::TEST_FAILURE:
resultString += L"failure";
resultColor = ATG::Colors::Orange;
break;
}
DX::DrawControllerString(m_spriteBatch.get(), m_font.get(), m_ctrlFont.get(), outputString.c_str(), pos);
stringBounds = DX::MeasureControllerDrawBounds(m_font.get(), m_ctrlFont.get(), outputString.c_str(), pos);
pos.x += (stringBounds.right - stringBounds.left);
m_font->DrawString(m_spriteBatch.get(), resultString.c_str(), pos, resultColor);
pos.x -= (stringBounds.right - stringBounds.left);
}
void Sample::DrawHelpText(DirectX::XMFLOAT2& pos, DataBreakpointTest::WhichTest whichTest)
{
static const wchar_t *helpText[] = {
L" Execution breakpoints.",
L" Sets a breakpoint when a particular instruction is executed, for example the entry point of a function.",
L" This is useful in finding specific code paths during automation, for instance calling physics outside the physics phase",
L" Memory read breakpoints.",
L" Sets a breakpoint when a particular variable is read from.",
L" This is useful to track down issues where data is being used after delete if the breakpoint is set during free.",
L" Memory read/write breakpoints",
L" Sets a breakpoint when a particular memory address is either written to or read from.",
L" This is useful to track down various memory issues like access off the end of an array. Set a breakpoint at the first address past the array.",
};
uint32_t startIndex(0);
switch (whichTest)
{
case DataBreakpointTest::WhichTest::ExecutionTest:
startIndex = 0;
break;
case DataBreakpointTest::WhichTest::ReadTest:
startIndex = 3;
break;
case DataBreakpointTest::WhichTest::ReadWriteTest:
startIndex = 6;
break;
}
for (uint32_t i = 0; i < 3; i++)
{
pos.y += m_font->GetLineSpacing() * 1.1f;
m_font->DrawString(m_spriteBatch.get(), helpText[i + startIndex], pos);
}
}
// Helper method to clear the back buffers.
void Sample::Clear()
{
auto context = m_deviceResources->GetD3DDeviceContext();
PIXBeginEvent(context, PIX_COLOR_DEFAULT, L"Clear");
// Clear the views.
auto renderTarget = m_deviceResources->GetRenderTargetView();
context->ClearRenderTargetView(renderTarget, ATG::Colors::Background);
context->OMSetRenderTargets(1, &renderTarget, nullptr);
// Set the viewport.
auto viewport = m_deviceResources->GetScreenViewport();
context->RSSetViewports(1, &viewport);
PIXEndEvent(context);
}
#pragma endregion
#pragma region Message Handlers
// Message handlers
void Sample::OnSuspending()
{
auto context = m_deviceResources->GetD3DDeviceContext();
context->Suspend(0);
}
void Sample::OnResuming()
{
auto context = m_deviceResources->GetD3DDeviceContext();
context->Resume();
m_timer.ResetElapsedTime();
m_gamePadButtons.Reset();
}
#pragma endregion
#pragma region Direct3D Resources
// These are the resources that depend on the device.
void Sample::CreateDeviceDependentResources()
{
auto context = m_deviceResources->GetD3DDeviceContext();
auto device = m_deviceResources->GetD3DDevice();
m_graphicsMemory = std::make_unique<GraphicsMemory>(device, m_deviceResources->GetBackBufferCount());
m_spriteBatch = std::make_unique<SpriteBatch>(context);
m_font = std::make_unique<SpriteFont>(device, L"SegoeUI_18.spritefont");
m_ctrlFont = std::make_unique<SpriteFont>(device, L"XboxOneController.spritefont");
DX::ThrowIfFailed(CreateDDSTextureFromFile(device, L"ATGSampleBackground.DDS", nullptr, m_background.ReleaseAndGetAddressOf()));
}
// Allocate all memory resources that change on a window SizeChanged event.
void Sample::CreateWindowSizeDependentResources()
{
}
#pragma endregion