// Copyright 2013 Dolphin Emulator Project // Licensed under GPLv2 // Refer to the license.txt file included. #include "Common/ChunkFile.h" #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 DoCPState(p); // XF Memory p.Do(xfmem); 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(&g_main_cp_state, 0, sizeof(g_main_cp_state)); memset(&g_preprocess_cp_state, 0, sizeof(g_preprocess_cp_state)); memset(texMem, 0, TMEM_SIZE); }