dolphin/Source/Core/VideoCommon/VideoState.cpp

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// Copyright 2008 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
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#include "VideoCommon/VideoState.h"
#include <cstring>
#include "Common/ChunkFile.h"
#include "Core/System.h"
#include "VideoCommon/BPMemory.h"
#include "VideoCommon/BPStructs.h"
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#include "VideoCommon/BoundingBox.h"
#include "VideoCommon/CPMemory.h"
#include "VideoCommon/CommandProcessor.h"
#include "VideoCommon/Fifo.h"
#include "VideoCommon/FrameDumper.h"
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#include "VideoCommon/FramebufferManager.h"
#include "VideoCommon/GeometryShaderManager.h"
#include "VideoCommon/PixelEngine.h"
#include "VideoCommon/PixelShaderManager.h"
#include "VideoCommon/Present.h"
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#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"
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void VideoCommon_DoState(PointerWrap& p)
{
bool software = false;
p.Do(software);
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if (p.IsReadMode() && software == true)
{
// change mode to abort load of incompatible save state.
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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
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p.DoArray(texMem);
p.DoMarker("texMem");
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// 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");
// Refresh state.
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if (p.IsReadMode())
{
// Inform backend of new state from registers.
BPReload();
VertexLoaderManager::MarkAllDirty();
}
}