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