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84 lines
1.9 KiB
C++
84 lines
1.9 KiB
C++
// Copyright 2013 Dolphin Emulator Project
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// Licensed under GPLv2
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// Refer to the license.txt file included.
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#include "Common/ChunkFile.h"
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#include "VideoCommon/BPMemory.h"
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#include "VideoCommon/CommandProcessor.h"
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#include "VideoCommon/CPMemory.h"
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#include "VideoCommon/Fifo.h"
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#include "VideoCommon/PixelEngine.h"
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#include "VideoCommon/PixelShaderManager.h"
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#include "VideoCommon/TextureDecoder.h"
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#include "VideoCommon/VertexManagerBase.h"
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#include "VideoCommon/VertexShaderManager.h"
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#include "VideoCommon/VideoState.h"
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#include "VideoCommon/XFMemory.h"
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static void DoState(PointerWrap &p)
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{
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// BP Memory
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p.Do(bpmem);
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p.DoMarker("BP Memory");
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// CP Memory
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p.DoArray(arraybases, 16);
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p.DoArray(arraystrides, 16);
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p.Do(MatrixIndexA);
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p.Do(MatrixIndexB);
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p.Do(g_VtxDesc.Hex);
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p.DoArray(g_VtxAttr, 8);
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p.DoMarker("CP Memory");
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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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// Texture decoder
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p.DoArray(texMem, TMEM_SIZE);
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p.DoMarker("texMem");
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// FIFO
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Fifo_DoState(p);
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p.DoMarker("Fifo");
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CommandProcessor::DoState(p);
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p.DoMarker("CommandProcessor");
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PixelEngine::DoState(p);
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p.DoMarker("PixelEngine");
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// the old way of replaying current bpmem as writes to push side effects to pixel shader manager doesn't really work.
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PixelShaderManager::DoState(p);
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p.DoMarker("PixelShaderManager");
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VertexShaderManager::DoState(p);
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p.DoMarker("VertexShaderManager");
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VertexManager::DoState(p);
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p.DoMarker("VertexManager");
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// TODO: search for more data that should be saved and add it here
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}
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void VideoCommon_DoState(PointerWrap &p)
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{
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DoState(p);
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}
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void VideoCommon_RunLoop(bool enable)
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{
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EmulatorState(enable);
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}
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void VideoCommon_Init()
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{
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memset(arraybases, 0, sizeof(arraybases));
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memset(arraystrides, 0, sizeof(arraystrides));
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memset(&MatrixIndexA, 0, sizeof(MatrixIndexA));
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memset(&MatrixIndexB, 0, sizeof(MatrixIndexB));
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memset(&g_VtxDesc, 0, sizeof(g_VtxDesc));
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memset(g_VtxAttr, 0, sizeof(g_VtxAttr));
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memset(texMem, 0, TMEM_SIZE);
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}
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