dolphin/Source/Core/VideoCommon/VideoState.cpp
comex e86ddacb18 Changes to allow LoadCPReg to work in a preprocess mode which affects a separate state.
This state will be used to calculate sizes for skipping over commands on
a separate thread.  An alternative to having these state variables would
be to have the preprocessor stash "state as we go" somewhere, but I
think that would be much uglier.

GetVertexSize now takes an extra argument to determine which state to
use, as does FifoCommandRunnable, which calls it.  While I'm modifying
FifoCommandRunnable, I also change it to take a buffer and size as
parameters rather than using g_pVideoData, which will also be necessary
later.  I also get rid of an unused overload.
2014-09-28 21:25:06 -04:00

74 lines
1.6 KiB
C++

// Copyright 2013 Dolphin Emulator Project
// Licensed under GPLv2
// Refer to the license.txt file included.
#include "Common/ChunkFile.h"
#include "VideoCommon/BPMemory.h"
#include "VideoCommon/CommandProcessor.h"
#include "VideoCommon/CPMemory.h"
#include "VideoCommon/Fifo.h"
#include "VideoCommon/PixelEngine.h"
#include "VideoCommon/PixelShaderManager.h"
#include "VideoCommon/TextureDecoder.h"
#include "VideoCommon/VertexManagerBase.h"
#include "VideoCommon/VertexShaderManager.h"
#include "VideoCommon/VideoState.h"
#include "VideoCommon/XFMemory.h"
static void DoState(PointerWrap &p)
{
// BP Memory
p.Do(bpmem);
p.DoMarker("BP Memory");
// CP Memory
DoCPState(p);
// XF Memory
p.Do(xfmem);
p.DoMarker("XF Memory");
// Texture decoder
p.DoArray(texMem, TMEM_SIZE);
p.DoMarker("texMem");
// FIFO
Fifo_DoState(p);
p.DoMarker("Fifo");
CommandProcessor::DoState(p);
p.DoMarker("CommandProcessor");
PixelEngine::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.
PixelShaderManager::DoState(p);
p.DoMarker("PixelShaderManager");
VertexShaderManager::DoState(p);
p.DoMarker("VertexShaderManager");
VertexManager::DoState(p);
p.DoMarker("VertexManager");
// TODO: search for more data that should be saved and add it here
}
void VideoCommon_DoState(PointerWrap &p)
{
DoState(p);
}
void VideoCommon_RunLoop(bool enable)
{
EmulatorState(enable);
}
void VideoCommon_Init()
{
memset(&g_main_cp_state, 0, sizeof(g_main_cp_state));
memset(&g_preprocess_cp_state, 0, sizeof(g_preprocess_cp_state));
memset(texMem, 0, TMEM_SIZE);
}