// Copyright 2013 Dolphin Emulator Project // Licensed under GPLv2 // Refer to the license.txt file included. #include "Common/ChunkFile.h" #include "Common/CommonTypes.h" #include "VideoCommon/CPMemory.h" // CP state u8 *cached_arraybases[16]; CPState g_main_cp_state; CPState g_preprocess_cp_state; void DoCPState(PointerWrap& p) { // We don't save g_preprocess_cp_state separately because the GPU should be // synced around state save/load. p.DoArray(g_main_cp_state.array_bases, 16); p.DoArray(g_main_cp_state.array_strides, 16); p.Do(g_main_cp_state.matrix_index_a); p.Do(g_main_cp_state.matrix_index_b); p.Do(g_main_cp_state.vtx_desc.Hex); p.DoArray(g_main_cp_state.vtx_attr, 8); p.DoMarker("CP Memory"); if (p.mode == PointerWrap::MODE_READ) CopyPreprocessCPStateFromMain(); } void CopyPreprocessCPStateFromMain() { memcpy(&g_preprocess_cp_state, &g_main_cp_state, sizeof(CPState)); }