Include tangent/binormal cache in savestates

This theoretically matters for RS2/RS3, although in practice these games reconfigure it each frame so it shouldn't matter for savestates.
This commit is contained in:
Pokechu22 2022-10-07 11:52:44 -07:00
parent 1647fa350b
commit 05f3bbfa4d
2 changed files with 3 additions and 1 deletions

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@ -94,7 +94,7 @@ static size_t s_state_writes_in_queue;
static std::condition_variable s_state_write_queue_is_empty; static std::condition_variable s_state_write_queue_is_empty;
// Don't forget to increase this after doing changes on the savestate system // Don't forget to increase this after doing changes on the savestate system
constexpr u32 STATE_VERSION = 151; // Last changed in PR 11125 constexpr u32 STATE_VERSION = 152; // Last changed in PR 11131
// Maps savestate versions to Dolphin versions. // Maps savestate versions to Dolphin versions.
// Versions after 42 don't need to be added to this list, // Versions after 42 don't need to be added to this list,

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@ -564,6 +564,8 @@ void VertexManagerBase::DoState(PointerWrap& p)
} }
p.Do(m_zslope); p.Do(m_zslope);
p.Do(VertexLoaderManager::tangent_cache);
p.Do(VertexLoaderManager::binormal_cache);
} }
void VertexManagerBase::CalculateZSlope(NativeVertexFormat* format) void VertexManagerBase::CalculateZSlope(NativeVertexFormat* format)