Merge some state loading stuff to VideoCommon and fixed a crash on Linux system when trying to save a state.
Credits go to miquelmartos from the forums for the patch ;) git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6593 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -5,10 +5,12 @@
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#include "RenderBase.h"
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#include "FramebufferManagerBase.h"
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#include "TextureCacheBase.h"
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#include "VertexLoaderManager.h"
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#include "CommandProcessor.h"
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#include "PixelEngine.h"
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#include "Atomic.h"
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#include "Fifo.h"
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#include "BPStructs.h"
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#include "OnScreenDisplay.h"
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bool s_PluginInitialized = false;
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@ -162,10 +164,65 @@ u32 Video_AccessEFB(EFBAccessType type, u32 x, u32 y, u32 InputData)
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return 0;
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}
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static volatile struct
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{
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unsigned char **ptr;
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int mode;
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} s_doStateArgs;
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// Run from the GPU thread on X11, CPU thread on the rest
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static void check_DoState() {
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#if defined(HAVE_X11) && HAVE_X11
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if (Common::AtomicLoadAcquire(s_doStateRequested))
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{
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#endif
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// Clear all caches that touch RAM
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CommandProcessor::FifoCriticalEnter();
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TextureCache::Invalidate(false);
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VertexLoaderManager::MarkAllDirty();
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CommandProcessor::FifoCriticalLeave();
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PointerWrap p(s_doStateArgs.ptr, s_doStateArgs.mode);
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VideoCommon_DoState(p);
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// Refresh state.
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if (s_doStateArgs.mode == PointerWrap::MODE_READ)
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{
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BPReload();
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RecomputeCachedArraybases();
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}
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#if defined(HAVE_X11) && HAVE_X11
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Common::AtomicStoreRelease(s_doStateRequested, FALSE);
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}
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#endif
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}
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// Run from the CPU thread
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void DoState(unsigned char **ptr, int mode)
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{
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s_doStateArgs.ptr = ptr;
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s_doStateArgs.mode = mode;
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#if defined(HAVE_X11) && HAVE_X11
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Common::AtomicStoreRelease(s_doStateRequested, TRUE);
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if (g_VideoInitialize.bOnThread)
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{
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while (Common::AtomicLoadAcquire(s_doStateRequested) && !s_FifoShuttingDown)
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//Common::SleepCurrentThread(1);
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Common::YieldCPU();
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}
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else
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#endif
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check_DoState();
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}
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void VideoFifo_CheckAsyncRequest()
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{
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VideoFifo_CheckSwapRequest();
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VideoFifo_CheckEFBAccess();
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#if defined(HAVE_X11) && HAVE_X11
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check_DoState();
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#endif
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}
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void Video_CommandProcessorRead16(u16& _rReturnValue, const u32 _Address)
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@ -311,14 +311,3 @@ void Shutdown()
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s_PluginInitialized = false;
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}
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void DoState(unsigned char **ptr, int mode)
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{
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// Clear texture cache because it might have written to RAM
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CommandProcessor::FifoCriticalEnter();
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TextureCache::Invalidate(false);
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CommandProcessor::FifoCriticalLeave();
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// No need to clear shader caches
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PointerWrap p(ptr, mode);
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VideoCommon_DoState(p);
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}
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@ -286,14 +286,3 @@ void Shutdown()
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D3D::Shutdown();
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EmuWindow::Close();
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}
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void DoState(unsigned char **ptr, int mode)
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{
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// Clear texture cache because it might have written to RAM
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CommandProcessor::FifoCriticalEnter();
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TextureCache::Invalidate(false);
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CommandProcessor::FifoCriticalLeave();
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// No need to clear shader caches
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PointerWrap p(ptr, mode);
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VideoCommon_DoState(p);
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}
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@ -292,53 +292,3 @@ void Shutdown()
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delete g_renderer;
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OpenGL_Shutdown();
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}
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static volatile struct
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{
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unsigned char **ptr;
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int mode;
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} s_doStateArgs;
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// Run from the GPU thread on X11, CPU thread on the rest
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static void check_DoState() {
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#if defined(HAVE_X11) && HAVE_X11
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if (Common::AtomicLoadAcquire(s_doStateRequested))
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{
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#endif
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// Clear all caches that touch RAM
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TextureCache::Invalidate(false);
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VertexLoaderManager::MarkAllDirty();
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PointerWrap p(s_doStateArgs.ptr, s_doStateArgs.mode);
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VideoCommon_DoState(p);
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// Refresh state.
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if (s_doStateArgs.mode == PointerWrap::MODE_READ)
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{
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BPReload();
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RecomputeCachedArraybases();
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}
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#if defined(HAVE_X11) && HAVE_X11
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Common::AtomicStoreRelease(s_doStateRequested, FALSE);
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}
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#endif
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}
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// Run from the CPU thread
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void DoState(unsigned char **ptr, int mode)
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{
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s_doStateArgs.ptr = ptr;
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s_doStateArgs.mode = mode;
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#if defined(HAVE_X11) && HAVE_X11
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Common::AtomicStoreRelease(s_doStateRequested, TRUE);
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if (g_VideoInitialize.bOnThread)
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{
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while (Common::AtomicLoadAcquire(s_doStateRequested) && !s_FifoShuttingDown)
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//Common::SleepCurrentThread(1);
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Common::YieldCPU();
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}
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else
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#endif
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check_DoState();
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}
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