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https://github.com/dolphin-emu/dolphin.git
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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
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include "VideoCommon/VideoState.h"
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#include <cstring>
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#include "Common/ChunkFile.h"
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#include "Core/System.h"
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#include "VideoCommon/BPMemory.h"
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#include "VideoCommon/BPStructs.h"
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#include "VideoCommon/BoundingBox.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/FrameDumper.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/Present.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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#include "VideoCommon/Widescreen.h"
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#include "VideoCommon/XFMemory.h"
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#include "VideoCommon/XFStateManager.h"
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void VideoCommon_DoState(PointerWrap& p)
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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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// 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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// 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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// Texture decoder
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p.DoArray(s_tex_mem);
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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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// 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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auto& command_processor = system.GetCommandProcessor();
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command_processor.DoState(p);
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p.DoMarker("CommandProcessor");
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system.GetPixelEngine().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
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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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system.GetVertexShaderManager().DoState(p);
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p.DoMarker("VertexShaderManager");
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system.GetGeometryShaderManager().DoState(p);
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p.DoMarker("GeometryShaderManager");
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g_vertex_manager->DoState(p);
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p.DoMarker("VertexManager");
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g_framebuffer_manager->DoState(p);
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p.DoMarker("FramebufferManager");
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g_texture_cache->DoState(p);
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p.DoMarker("TextureCache");
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g_presenter->DoState(p);
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g_frame_dumper->DoState(p);
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p.DoMarker("Presenter");
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g_bounding_box->DoState(p);
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p.DoMarker("Bounding Box");
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g_widescreen->DoState(p);
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p.DoMarker("Widescreen");
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system.GetXFStateManager().DoState(p);
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p.DoMarker("XFStateManager");
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// Refresh state.
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if (p.IsReadMode())
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{
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// Inform backend of new state from registers.
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BPReload();
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VertexLoaderManager::MarkAllDirty();
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}
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}
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