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Include tangent/binormal cache in savestates and simplify saving CP state #11131

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Pokechu22
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The tangent/binormal cache theoretically matters for RS2/RS3 (see #10584), although in practice these games reconfigure it each frame so it shouldn't matter for savestates.

The CP state part is simplification only; there should be no change in behavior from it.

This theoretically matters for RS2/RS3, although in practice these games reconfigure it each frame so it shouldn't matter for savestates.
@@ -123,6 +123,7 @@ struct entry

void MarkAllDirty()
{
g_bases_dirty = false;
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...false?

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Fixed.

Rather than makring some parts of VertexLoaderManager dirty in some places and some in others, do it all in VideoState. Also, since CPState no longer contains pointers/non-CP data after d039b1b, we can just use p.Do on it instead of manually saving each field.
@AdmiralCurtiss AdmiralCurtiss merged commit a056a13 into dolphin-emu:master Oct 11, 2022
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