mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2024-12-30 23:00:51 +01:00
3cfa233b63
Now only VertexLoader remains... But that one might be tricky.
120 lines
3.0 KiB
C++
120 lines
3.0 KiB
C++
// Copyright 2008 Dolphin Emulator Project
|
|
// SPDX-License-Identifier: GPL-2.0-or-later
|
|
|
|
#include "VideoCommon/VideoState.h"
|
|
|
|
#include <cstring>
|
|
|
|
#include "Common/ChunkFile.h"
|
|
#include "Core/System.h"
|
|
#include "VideoCommon/BPMemory.h"
|
|
#include "VideoCommon/BPStructs.h"
|
|
#include "VideoCommon/BoundingBox.h"
|
|
#include "VideoCommon/CPMemory.h"
|
|
#include "VideoCommon/CommandProcessor.h"
|
|
#include "VideoCommon/Fifo.h"
|
|
#include "VideoCommon/FrameDumper.h"
|
|
#include "VideoCommon/FramebufferManager.h"
|
|
#include "VideoCommon/GeometryShaderManager.h"
|
|
#include "VideoCommon/PixelEngine.h"
|
|
#include "VideoCommon/PixelShaderManager.h"
|
|
#include "VideoCommon/Present.h"
|
|
#include "VideoCommon/TMEM.h"
|
|
#include "VideoCommon/TextureCacheBase.h"
|
|
#include "VideoCommon/TextureDecoder.h"
|
|
#include "VideoCommon/VertexLoaderManager.h"
|
|
#include "VideoCommon/VertexManagerBase.h"
|
|
#include "VideoCommon/VertexShaderManager.h"
|
|
#include "VideoCommon/Widescreen.h"
|
|
#include "VideoCommon/XFMemory.h"
|
|
#include "VideoCommon/XFStateManager.h"
|
|
|
|
void VideoCommon_DoState(PointerWrap& p)
|
|
{
|
|
bool software = false;
|
|
p.Do(software);
|
|
|
|
if (p.IsReadMode() && software == true)
|
|
{
|
|
// change mode to abort load of incompatible save state.
|
|
p.SetVerifyMode();
|
|
}
|
|
|
|
// BP Memory
|
|
p.Do(bpmem);
|
|
p.DoMarker("BP Memory");
|
|
|
|
// CP Memory
|
|
// We don't save g_preprocess_cp_state separately because the GPU should be
|
|
// synced around state save/load.
|
|
p.Do(g_main_cp_state);
|
|
p.DoMarker("CP Memory");
|
|
if (p.IsReadMode())
|
|
CopyPreprocessCPStateFromMain();
|
|
|
|
// XF Memory
|
|
p.Do(xfmem);
|
|
p.DoMarker("XF Memory");
|
|
|
|
// Texture decoder
|
|
p.DoArray(s_tex_mem);
|
|
p.DoMarker("texMem");
|
|
|
|
// TMEM
|
|
TMEM::DoState(p);
|
|
p.DoMarker("TMEM");
|
|
|
|
// FIFO
|
|
auto& system = Core::System::GetInstance();
|
|
system.GetFifo().DoState(p);
|
|
p.DoMarker("Fifo");
|
|
|
|
auto& command_processor = system.GetCommandProcessor();
|
|
command_processor.DoState(p);
|
|
p.DoMarker("CommandProcessor");
|
|
|
|
system.GetPixelEngine().DoState(p);
|
|
p.DoMarker("PixelEngine");
|
|
|
|
// the old way of replaying current bpmem as writes to push side effects to pixel shader manager
|
|
// doesn't really work.
|
|
system.GetPixelShaderManager().DoState(p);
|
|
p.DoMarker("PixelShaderManager");
|
|
|
|
system.GetVertexShaderManager().DoState(p);
|
|
p.DoMarker("VertexShaderManager");
|
|
|
|
system.GetGeometryShaderManager().DoState(p);
|
|
p.DoMarker("GeometryShaderManager");
|
|
|
|
g_vertex_manager->DoState(p);
|
|
p.DoMarker("VertexManager");
|
|
|
|
g_framebuffer_manager->DoState(p);
|
|
p.DoMarker("FramebufferManager");
|
|
|
|
g_texture_cache->DoState(p);
|
|
p.DoMarker("TextureCache");
|
|
|
|
g_presenter->DoState(p);
|
|
g_frame_dumper->DoState(p);
|
|
p.DoMarker("Presenter");
|
|
|
|
g_bounding_box->DoState(p);
|
|
p.DoMarker("Bounding Box");
|
|
|
|
g_widescreen->DoState(p);
|
|
p.DoMarker("Widescreen");
|
|
|
|
system.GetXFStateManager().DoState(p);
|
|
p.DoMarker("XFStateManager");
|
|
|
|
// Refresh state.
|
|
if (p.IsReadMode())
|
|
{
|
|
// Inform backend of new state from registers.
|
|
BPReload();
|
|
VertexLoaderManager::MarkAllDirty();
|
|
}
|
|
}
|