gfx3d - savestate `renderState` along with `state`

there's really nothing more to it than this. it should have been done from the beginning.
you wouldn't notice this unless you had a game that stopped rendering 3d, though.
(re #141)
This commit is contained in:
zeromus 2018-05-25 11:39:58 -04:00
parent 932cdd6366
commit 022d24b5c2
1 changed files with 26 additions and 3 deletions

View File

@ -1933,7 +1933,7 @@ static void log3D(u8 cmd, u32 param)
printf("MTX_RESTORE(%08X)", param);
break;
case 0x15: // MTX_IDENTITY - Load Unit Matrix to Current Matrix (W)
printf("MTX_IDENTIFY()\t");
printf("MTX_IDENTITY()\t");
break;
case 0x16: // MTX_LOAD_4x4 - Load 4x4 Matrix to Current Matrix (W)
printf("MTX_LOAD_4x4(%08X)", param);
@ -2640,16 +2640,39 @@ SFORMAT SF_GFX3D[]={
{ "GSWB", 4, 1, &gfx3d.state.wbuffer},
{ "GSSM", 4, 1, &gfx3d.state.sortmode},
{ "GSAR", 1, 1, &gfx3d.state.alphaTestRef},
{ "GSVP", 4, 1, &viewport},
{ "GSCC", 4, 1, &gfx3d.state.clearColor},
{ "GSCD", 4, 1, &gfx3d.state.clearDepth},
{ "GSFC", 4, 4, &gfx3d.state.fogColor},
{ "GSFO", 4, 1, &gfx3d.state.fogOffset},
{ "GST4", 2, 32, gfx3d.state.u16ToonTable},
{ "GSSU", 1, 128, &gfx3d.state.shininessTable[0]},
{ "GSSI", 1, 1, &shininessInd},
{ "GSAF", 4, 1, &gfx3d.state.activeFlushCommand},
{ "GSPF", 4, 1, &gfx3d.state.pendingFlushCommand},
{ "gSET", 4, 1, &gfx3d.renderState.enableTexturing},
{ "gSEA", 4, 1, &gfx3d.renderState.enableAlphaTest},
{ "gSEB", 4, 1, &gfx3d.renderState.enableAlphaBlending},
{ "gSEX", 4, 1, &gfx3d.renderState.enableAntialiasing},
{ "gSEE", 4, 1, &gfx3d.renderState.enableEdgeMarking},
{ "gSEC", 4, 1, &gfx3d.renderState.enableClearImage},
{ "gSEF", 4, 1, &gfx3d.renderState.enableFog},
{ "gSEO", 4, 1, &gfx3d.renderState.enableFogAlphaOnly},
{ "gFSH", 4, 1, &gfx3d.renderState.fogShift},
{ "gSSH", 4, 1, &gfx3d.renderState.shading},
{ "gSWB", 4, 1, &gfx3d.renderState.wbuffer},
{ "gSSM", 4, 1, &gfx3d.renderState.sortmode},
{ "gSAR", 1, 1, &gfx3d.renderState.alphaTestRef},
{ "gSCC", 4, 1, &gfx3d.renderState.clearColor},
{ "gSCD", 4, 1, &gfx3d.renderState.clearDepth},
{ "gSFC", 4, 4, &gfx3d.renderState.fogColor},
{ "gSFO", 4, 1, &gfx3d.renderState.fogOffset},
{ "gST4", 2, 32, gfx3d.renderState.u16ToonTable},
{ "gSSU", 1, 128, &gfx3d.renderState.shininessTable[0]},
{ "gSAF", 4, 1, &gfx3d.renderState.activeFlushCommand},
{ "gSPF", 4, 1, &gfx3d.renderState.pendingFlushCommand},
{ "GSVP", 4, 1, &viewport},
{ "GSSI", 1, 1, &shininessInd},
//------------------------
{ "GTST", 1, 1, &triStripToggle},
{ "GTVC", 4, 1, &tempVertInfo.count},