dolphin/Source/Core/VideoCommon/VideoState.cpp

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// Copyright 2013 Dolphin Emulator Project
// Licensed under GPLv2
// Refer to the license.txt file included.
#include "VideoState.h"
#include "BPMemory.h"
#include "CPMemory.h"
#include "XFMemory.h"
#include "TextureDecoder.h"
#include "Fifo.h"
#include "CommandProcessor.h"
#include "PixelEngine.h"
#include "PixelShaderManager.h"
#include "VertexShaderManager.h"
#include "VertexManagerBase.h"
static void DoState(PointerWrap &p)
{
// BP Memory
p.Do(bpmem);
p.DoMarker("BP Memory");
// CP Memory
p.DoArray(arraybases, 16);
p.DoArray(arraystrides, 16);
p.Do(MatrixIndexA);
p.Do(MatrixIndexB);
p.Do(g_VtxDesc.Hex);
p.DoArray(g_VtxAttr, 8);
p.DoMarker("CP Memory");
// XF Memory
p.Do(xfregs);
p.DoArray(xfmem, XFMEM_SIZE);
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);
}
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void VideoCommon_Init()
{
memset(arraybases, 0, sizeof(arraybases));
memset(arraystrides, 0, sizeof(arraystrides));
memset(&MatrixIndexA, 0, sizeof(MatrixIndexA));
memset(&MatrixIndexB, 0, sizeof(MatrixIndexB));
memset(&g_VtxDesc, 0, sizeof(g_VtxDesc));
memset(g_VtxAttr, 0, sizeof(g_VtxAttr));
memset(texMem, 0, TMEM_SIZE);
}