| 194 | return false; |
| 195 | } |
| 196 | bool ShaderDebugger::m_checkBreakpoint(int line) |
| 197 | { |
| 198 | for (int i = 0; i < m_breakpoints.size(); i++) { |
| 199 | if (m_breakpoints[i].Line == line) { |
| 200 | if (!m_breakpoints[i].IsConditional) |
| 201 | return true; |
| 202 | else { |
| 203 | bv_variable condRes = Immediate(m_breakpoints[i].Condition); |
| 204 | bool ret = false; |
| 205 | if (condRes.type == bv_type_uchar || condRes.type == bv_type_char) |
| 206 | ret = bv_variable_get_uchar(condRes); |
| 207 | bv_variable_deinitialize(&condRes); |
| 208 | return ret; |
| 209 | } |
| 210 | } |
| 211 | } |
| 212 | |
| 213 | return false; |
| 214 | } |
| 215 | void ShaderDebugger::AddBreakpoint(int line) |
| 216 | { |
| 217 | ClearBreakpoint(line); |