try to fix some gfx3d savestate bugs, but its all kind of a mess.
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@ -348,15 +348,15 @@ static u8 MM3x3ind = 0;
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// Data for vertex submission
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// Data for vertex submission
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static CACHE_ALIGN s16 s16coord[4] = {0, 0, 0, 0};
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static CACHE_ALIGN s16 s16coord[4] = {0, 0, 0, 0};
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static char coordind = 0;
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static u8 coordind = 0;
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static PolygonPrimitiveType vtxFormat = GFX3D_TRIANGLES;
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static PolygonPrimitiveType vtxFormat = GFX3D_TRIANGLES;
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static BOOL inBegin = FALSE;
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static BOOL inBegin = FALSE;
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// Data for basic transforms
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// Data for basic transforms
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static CACHE_ALIGN s32 trans[4] = {0, 0, 0, 0};
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static CACHE_ALIGN s32 trans[4] = {0, 0, 0, 0};
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static int transind = 0;
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static u8 transind = 0;
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static CACHE_ALIGN s32 scale[4] = {0, 0, 0, 0};
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static CACHE_ALIGN s32 scale[4] = {0, 0, 0, 0};
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static int scaleind = 0;
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static u8 scaleind = 0;
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static u32 viewport = 0;
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static u32 viewport = 0;
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//various other registers
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//various other registers
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@ -385,7 +385,7 @@ static s32 lightDirection[4] = {0,0,0,0};
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//material state:
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//material state:
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static u16 dsDiffuse, dsAmbient, dsSpecular, dsEmission;
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static u16 dsDiffuse, dsAmbient, dsSpecular, dsEmission;
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//used for indexing the shininess table during parameters to shininess command
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//used for indexing the shininess table during parameters to shininess command
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static int shininessInd = 0;
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static u8 shininessInd = 0;
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//-----------cached things:
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//-----------cached things:
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@ -411,18 +411,18 @@ VERTLIST* vertlists = NULL;
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VERTLIST* vertlist = NULL;
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VERTLIST* vertlist = NULL;
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int polygonListCompleted = 0;
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int polygonListCompleted = 0;
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int listTwiddle = 1;
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static int listTwiddle = 1;
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int triStripToggle;
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static u8 triStripToggle;
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//list-building state
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//list-building state
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struct tmpVertInfo
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struct tmpVertInfo
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{
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{
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//the number of verts registered in this list
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//the number of verts registered in this list
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int count;
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s32 count;
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//indices to the main vert list
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//indices to the main vert list
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int map[4];
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s32 map[4];
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//indicates that the first poly in a list has been completed
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//indicates that the first poly in a list has been completed
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bool first;
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BOOL first;
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} tempVertInfo;
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} tempVertInfo;
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@ -2430,7 +2430,7 @@ SFORMAT SF_GFX3D[]={
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{ "MM4I", 1, 1, &MM4x4ind},
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{ "MM4I", 1, 1, &MM4x4ind},
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{ "MM3I", 1, 1, &MM4x3ind},
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{ "MM3I", 1, 1, &MM4x3ind},
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{ "MMxI", 1, 1, &MM3x3ind},
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{ "MMxI", 1, 1, &MM3x3ind},
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{ "GSCO", 4, 1, s16coord},
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{ "GSCO", 2, 4, s16coord},
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{ "GCOI", 1, 1, &coordind},
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{ "GCOI", 1, 1, &coordind},
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{ "GVFM", 4, 1, &vtxFormat},
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{ "GVFM", 4, 1, &vtxFormat},
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{ "GTRN", 4, 4, trans},
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{ "GTRN", 4, 4, trans},
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@ -2489,11 +2489,11 @@ SFORMAT SF_GFX3D[]={
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{ "GSFO", 4, 1, &gfx3d.state.fogOffset},
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{ "GSFO", 4, 1, &gfx3d.state.fogOffset},
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{ "GST4", 2, 32, gfx3d.state.u16ToonTable},
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{ "GST4", 2, 32, gfx3d.state.u16ToonTable},
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{ "GSSU", 1, 128, &gfx3d.state.shininessTable[0]},
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{ "GSSU", 1, 128, &gfx3d.state.shininessTable[0]},
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{ "GSSI", 4, 1, &shininessInd},
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{ "GSSI", 1, 1, &shininessInd},
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{ "GSAF", 4, 1, &gfx3d.state.activeFlushCommand},
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{ "GSAF", 4, 1, &gfx3d.state.activeFlushCommand},
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{ "GSPF", 4, 1, &gfx3d.state.pendingFlushCommand},
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{ "GSPF", 4, 1, &gfx3d.state.pendingFlushCommand},
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//------------------------
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//------------------------
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{ "GTST", 4, 1, &triStripToggle},
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{ "GTST", 1, 1, &triStripToggle},
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{ "GTVC", 4, 1, &tempVertInfo.count},
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{ "GTVC", 4, 1, &tempVertInfo.count},
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{ "GTVM", 4, 4, tempVertInfo.map},
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{ "GTVM", 4, 4, tempVertInfo.map},
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{ "GTVF", 4, 1, &tempVertInfo.first},
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{ "GTVF", 4, 1, &tempVertInfo.first},
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