// Copyright 2013 Dolphin Emulator Project // Licensed under GPLv2 // Refer to the license.txt file included. #include "VideoCommon/BPMemory.h" #include "VideoCommon/CommandProcessor.h" #include "VideoCommon/CPMemory.h" #include "VideoCommon/Fifo.h" #include "VideoCommon/PixelEngine.h" #include "VideoCommon/PixelShaderManager.h" #include "VideoCommon/TextureDecoder.h" #include "VideoCommon/VertexManagerBase.h" #include "VideoCommon/VertexShaderManager.h" #include "VideoCommon/VideoState.h" #include "VideoCommon/XFMemory.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); } 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); }