2015-05-23 22:55:12 -06:00
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// Copyright 2008 Dolphin Emulator Project
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2021-07-04 19:22:19 -06:00
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// SPDX-License-Identifier: GPL-2.0-or-later
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2008-12-07 22:30:24 -07:00
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2021-12-09 19:22:16 -07:00
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#include "VideoCommon/VideoState.h"
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2016-01-17 14:54:31 -07:00
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#include <cstring>
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2014-07-29 18:55:07 -06:00
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#include "Common/ChunkFile.h"
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2022-11-27 05:50:50 -07:00
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#include "Core/System.h"
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2014-02-17 03:18:15 -07:00
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#include "VideoCommon/BPMemory.h"
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#include "VideoCommon/CPMemory.h"
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#include "VideoCommon/CommandProcessor.h"
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#include "VideoCommon/Fifo.h"
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#include "VideoCommon/FramebufferManager.h"
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#include "VideoCommon/GeometryShaderManager.h"
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#include "VideoCommon/PixelEngine.h"
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#include "VideoCommon/PixelShaderManager.h"
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#include "VideoCommon/RenderBase.h"
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#include "VideoCommon/TMEM.h"
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#include "VideoCommon/TextureCacheBase.h"
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#include "VideoCommon/TextureDecoder.h"
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#include "VideoCommon/VertexLoaderManager.h"
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#include "VideoCommon/VertexManagerBase.h"
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#include "VideoCommon/VertexShaderManager.h"
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2014-02-18 18:27:20 -07:00
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#include "VideoCommon/XFMemory.h"
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2008-12-07 22:30:24 -07:00
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2016-01-12 14:46:44 -07:00
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void VideoCommon_DoState(PointerWrap& p)
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2008-10-25 09:53:43 -06:00
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{
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bool software = false;
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p.Do(software);
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if (p.IsReadMode() && software == true)
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{
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// change mode to abort load of incompatible save state.
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p.SetVerifyMode();
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}
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2008-08-30 10:05:32 -06:00
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// BP Memory
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2009-06-22 03:31:30 -06:00
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p.Do(bpmem);
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2012-01-01 14:52:31 -07:00
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p.DoMarker("BP Memory");
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2008-12-07 22:30:24 -07:00
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2008-08-30 10:05:32 -06:00
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// CP Memory
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// We don't save g_preprocess_cp_state separately because the GPU should be
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// synced around state save/load.
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p.Do(g_main_cp_state);
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p.DoMarker("CP Memory");
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if (p.IsReadMode())
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CopyPreprocessCPStateFromMain();
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// XF Memory
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p.Do(xfmem);
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p.DoMarker("XF Memory");
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2008-08-30 10:05:32 -06:00
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// Texture decoder
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p.DoArray(texMem);
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p.DoMarker("texMem");
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// TMEM
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TMEM::DoState(p);
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p.DoMarker("TMEM");
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2016-06-24 02:43:46 -06:00
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// FIFO
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auto& system = Core::System::GetInstance();
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system.GetFifo().DoState(p);
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p.DoMarker("Fifo");
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2022-11-27 05:50:50 -07:00
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auto& command_processor = system.GetCommandProcessor();
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command_processor.DoState(p);
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p.DoMarker("CommandProcessor");
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2012-01-01 13:46:02 -07:00
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2022-12-10 08:35:07 -07:00
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system.GetPixelEngine().DoState(p);
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2012-01-01 14:52:31 -07:00
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p.DoMarker("PixelEngine");
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2012-01-01 13:46:02 -07:00
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// the old way of replaying current bpmem as writes to push side effects to pixel shader manager
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// doesn't really work.
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system.GetPixelShaderManager().DoState(p);
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p.DoMarker("PixelShaderManager");
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2012-01-01 13:46:02 -07:00
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system.GetVertexShaderManager().DoState(p);
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2014-12-14 13:23:13 -07:00
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p.DoMarker("VertexShaderManager");
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2022-12-29 07:27:48 -07:00
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system.GetGeometryShaderManager().DoState(p);
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2012-01-04 01:42:22 -07:00
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p.DoMarker("GeometryShaderManager");
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2016-08-21 21:02:37 -06:00
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g_vertex_manager->DoState(p);
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2014-09-14 10:52:51 -06:00
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p.DoMarker("VertexManager");
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2019-06-29 05:05:30 -06:00
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g_framebuffer_manager->DoState(p);
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p.DoMarker("FramebufferManager");
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2019-06-29 03:27:53 -06:00
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g_texture_cache->DoState(p);
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p.DoMarker("TextureCache");
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g_renderer->DoState(p);
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p.DoMarker("Renderer");
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// Refresh state.
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if (p.IsReadMode())
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2019-06-29 03:27:53 -06:00
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{
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// Inform backend of new state from registers.
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BPReload();
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2022-10-07 13:25:04 -06:00
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VertexLoaderManager::MarkAllDirty();
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}
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2008-08-30 10:05:32 -06:00
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}
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