added some missing VideoBackendHardware data to savestates. I think this makes savestates more stable (fewer "GFX FIFO: Unknown Opcode" errors) in dual core mode.
also added some extra verification markers around here, to potentially give better info on future version mismatches
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@ -186,6 +186,14 @@ void VideoBackendHardware::InitializeShared()
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void VideoBackendHardware::DoState(PointerWrap& p)
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void VideoBackendHardware::DoState(PointerWrap& p)
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{
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{
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VideoCommon_DoState(p);
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VideoCommon_DoState(p);
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p.DoMarker("VideoCommon");
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p.Do(s_swapRequested);
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p.Do(s_efbAccessRequested);
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p.Do(s_beginFieldArgs);
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p.Do(s_accessEFBArgs);
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p.Do(s_AccessEFBResult);
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p.DoMarker("VideoBackendHardware");
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// Refresh state.
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// Refresh state.
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if (p.GetMode() == PointerWrap::MODE_READ)
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if (p.GetMode() == PointerWrap::MODE_READ)
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@ -31,29 +31,42 @@ static void DoState(PointerWrap &p)
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{
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{
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// BP Memory
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// BP Memory
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p.Do(bpmem);
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p.Do(bpmem);
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// CP Memory
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p.DoMarker("BP Memory");
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// CP Memory
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p.DoArray(arraybases, 16);
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p.DoArray(arraybases, 16);
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p.DoArray(arraystrides, 16);
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p.DoArray(arraystrides, 16);
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p.Do(MatrixIndexA);
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p.Do(MatrixIndexA);
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p.Do(MatrixIndexB);
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p.Do(MatrixIndexB);
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p.Do(g_VtxDesc.Hex);
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p.Do(g_VtxDesc.Hex);
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p.DoArray(g_VtxAttr, 8);
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p.DoArray(g_VtxAttr, 8);
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p.DoMarker("CP Memory");
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// XF Memory
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// XF Memory
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p.Do(xfregs);
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p.Do(xfregs);
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p.DoArray(xfmem, XFMEM_SIZE);
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p.DoArray(xfmem, XFMEM_SIZE);
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// Texture decoder
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p.DoMarker("XF Memory");
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// Texture decoder
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p.DoArray(texMem, TMEM_SIZE);
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p.DoArray(texMem, TMEM_SIZE);
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p.DoMarker("texMem");
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// FIFO
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// FIFO
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Fifo_DoState(p);
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Fifo_DoState(p);
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p.DoMarker("Fifo");
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CommandProcessor::DoState(p);
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CommandProcessor::DoState(p);
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PixelEngine::DoState(p);
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p.DoMarker("CommandProcessor");
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PixelEngine::DoState(p);
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p.DoMarker("PixelEngine");
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// the old way of replaying current bpmem as writes to push side effects to pixel shader manager doesn't really work.
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// the old way of replaying current bpmem as writes to push side effects to pixel shader manager doesn't really work.
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PixelShaderManager::DoState(p);
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PixelShaderManager::DoState(p);
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p.DoMarker("PixelShaderManager");
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VertexShaderManager::DoState(p);
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VertexShaderManager::DoState(p);
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p.DoMarker("VertexShaderManager");
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// TODO: search for more data that should be saved and add it here
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// TODO: search for more data that should be saved and add it here
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}
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}
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