GPU done
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@ -47,7 +47,7 @@ public:
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}
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void Savestate(Savestate* file)
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void DoSavestate(Savestate* file)
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{
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file->Var32(&NumOccupied);
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file->Var32(&ReadPos);
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49
src/GPU.cpp
49
src/GPU.cpp
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@ -158,7 +158,54 @@ void Stop()
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void DoSavestate(Savestate* file)
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{
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//
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file->Section("GPUG");
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file->Var16(&VCount);
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file->Var32(&NextVCount);
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file->Var16(&TotalScanlines);
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file->Var16(&DispStat[0]);
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file->Var16(&DispStat[1]);
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file->Var16(&VMatch[0]);
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file->Var16(&VMatch[1]);
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file->VarArray(Palette, 2*1024);
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file->VarArray(OAM, 2*1024);
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file->VarArray(VRAM_A, 128*1024);
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file->VarArray(VRAM_B, 128*1024);
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file->VarArray(VRAM_C, 128*1024);
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file->VarArray(VRAM_D, 128*1024);
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file->VarArray(VRAM_E, 64*1024);
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file->VarArray(VRAM_F, 16*1024);
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file->VarArray(VRAM_G, 16*1024);
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file->VarArray(VRAM_H, 32*1024);
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file->VarArray(VRAM_I, 16*1024);
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file->VarArray(VRAMCNT, 9);
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file->Var8(&VRAMSTAT);
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file->Var32(&VRAMMap_LCDC);
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file->VarArray(VRAMMap_ABG, sizeof(VRAMMap_ABG));
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file->VarArray(VRAMMap_AOBJ, sizeof(VRAMMap_AOBJ));
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file->VarArray(VRAMMap_BBG, sizeof(VRAMMap_BBG));
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file->VarArray(VRAMMap_BOBJ, sizeof(VRAMMap_BOBJ));
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file->VarArray(VRAMMap_ABGExtPal, sizeof(VRAMMap_ABGExtPal));
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file->Var32(&VRAMMap_AOBJExtPal);
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file->VarArray(VRAMMap_BBGExtPal, sizeof(VRAMMap_BBGExtPal));
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file->Var32(&VRAMMap_BOBJExtPal);
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file->VarArray(VRAMMap_Texture, sizeof(VRAMMap_Texture));
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file->VarArray(VRAMMap_TexPal, sizeof(VRAMMap_TexPal));
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file->Var32(&VRAMMap_ARM7[0]);
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file->Var32(&VRAMMap_ARM7[1]);
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GPU2D_A->DoSavestate(file);
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GPU2D_B->DoSavestate(file);
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GPU3D::DoSavestate(file);
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}
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@ -138,6 +138,64 @@ void GPU2D::Reset()
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OBJExtPalStatus = 0;
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}
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void GPU2D::DoSavestate(Savestate* file)
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{
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file->Section((char*)(Num ? "GP2B" : "GP2A"));
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file->Var32(&DispCnt);
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file->VarArray(BGCnt, 4*2);
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file->VarArray(BGXPos, 4*2);
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file->VarArray(BGYPos, 4*2);
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file->VarArray(BGXRef, 2*4);
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file->VarArray(BGYRef, 2*4);
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file->VarArray(BGXRefInternal, 2*4);
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file->VarArray(BGYRefInternal, 2*4);
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file->VarArray(BGRotA, 2*2);
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file->VarArray(BGRotB, 2*2);
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file->VarArray(BGRotC, 2*2);
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file->VarArray(BGRotD, 2*2);
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file->VarArray(Win0Coords, 4);
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file->VarArray(Win1Coords, 4);
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file->VarArray(WinCnt, 4);
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file->VarArray(BGMosaicSize, 2);
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file->VarArray(OBJMosaicSize, 2);
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file->Var8(&BGMosaicY);
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file->Var8(&BGMosaicYMax);
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file->Var8(&OBJMosaicY);
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file->Var8(&OBJMosaicYMax);
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file->Var16(&BlendCnt);
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file->Var16(&BlendAlpha);
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file->Var8(&EVA);
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file->Var8(&EVB);
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file->Var8(&EVY);
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file->Var16(&MasterBrightness);
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if (!Num)
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{
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file->VarArray(DispFIFO, 16*2);
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file->Var32(&DispFIFOReadPtr);
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file->Var32(&DispFIFOWritePtr);
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file->VarArray(DispFIFOBuffer, 256*2);
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file->Var32(&CaptureCnt);
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}
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if (!file->Saving)
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{
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// refresh those
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BGExtPalStatus[0] = 0;
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BGExtPalStatus[1] = 0;
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BGExtPalStatus[2] = 0;
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BGExtPalStatus[3] = 0;
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OBJExtPalStatus = 0;
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}
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}
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void GPU2D::SetFramebuffer(u32* buf)
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{
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Framebuffer = buf;
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@ -27,6 +27,8 @@ public:
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void Reset();
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void DoSavestate(Savestate* file);
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void SetFramebuffer(u32* buf);
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u8 Read8(u32 addr);
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@ -45,7 +45,7 @@
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// the added bias affects interpolation.
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//
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// depth buffer:
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// Z-buffering mode: val = ((Z * 0x800 * 0x1000) / W) + 0x7FFEFF
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// Z-buffering mode: val = ((Z * 0x800 * 0x1000) / W) + 0x7FFEFF (nope, wrong. TODO update)
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// W-buffering mode: val = W
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//
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// formula for clear depth: (GBAtek is wrong there)
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@ -351,6 +351,80 @@ void Reset()
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SoftRenderer::Reset();
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}
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void DoSavestate(Savestate* file)
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{
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file->Section("GP3D");
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CmdFIFO->DoSavestate(file);
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CmdPIPE->DoSavestate(file);
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file->Var32(&NumCommands);
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file->Var32(&CurCommand);
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file->Var32(&ParamCount);
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file->Var32(&TotalParams);
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file->Var32(&NumPushPopCommands);
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file->Var32(&NumTestCommands);
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file->Var32(&DispCnt);
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file->Var8(&AlphaRef);
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file->Var32(&GXStat);
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file->VarArray(ExecParams, 32*4);
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file->Var32(&ExecParamCount);
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file->Var32((u32*)&CycleCount);
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file->Var32(&MatrixMode);
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file->VarArray(ProjMatrix, 16*4);
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file->VarArray(PosMatrix, 16*4);
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file->VarArray(VecMatrix, 16*4);
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file->VarArray(TexMatrix, 16*4);
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file->VarArray(ProjMatrixStack, 16*4);
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file->VarArray(PosMatrixStack, 31*16*4);
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file->VarArray(VecMatrixStack, 31*16*4);
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file->VarArray(TexMatrixStack, 16*4);
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file->Var32((u32*)&ProjMatrixStackPointer);
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file->Var32((u32*)&PosMatrixStackPointer);
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file->Var32((u32*)&TexMatrixStackPointer);
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file->VarArray(Viewport, sizeof(Viewport));
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file->VarArray(PosTestResult, 4*4);
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file->VarArray(VecTestResult, 2*3);
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file->Var32(&VertexNum);
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file->Var32(&VertexNumInPoly);
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file->Var32(&CurRAMBank);
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file->Var32(&NumVertices);
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file->Var32(&NumPolygons);
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file->Var32(&NumOpaquePolygons);
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file->Var32(&ClearAttr1);
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file->Var32(&ClearAttr2);
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file->Var32(&FlushRequest);
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file->Var32(&FlushAttributes);
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file->VarArray(VertexRAM, sizeof(Vertex)*6144*2);
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file->VarArray(PolygonRAM, sizeof(Polygon)*2048*2);
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// probably not worth storing the vblank-latched Renderxxxxxx variables
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if (!file->Saving)
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{
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ClipMatrixDirty = true;
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UpdateClipMatrix();
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CurVertexRAM = &VertexRAM[CurRAMBank];
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CurPolygonRAM = &PolygonRAM[CurRAMBank];
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}
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}
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void MatrixLoadIdentity(s32* m)
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@ -20,6 +20,7 @@
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#define GPU3D_H
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#include <array>
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#include "Savestate.h"
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namespace GPU3D
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{
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@ -85,6 +86,8 @@ bool Init();
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void DeInit();
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void Reset();
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void DoSavestate(Savestate* file);
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void ExecuteCommand();
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void Run(s32 cycles);
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@ -474,8 +474,8 @@ bool DoSavestate(Savestate* file)
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file->Var16(&IPCSync7);
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file->Var16(&IPCFIFOCnt9);
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file->Var16(&IPCFIFOCnt7);
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IPCFIFO9->Savestate(file);
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IPCFIFO7->Savestate(file);
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IPCFIFO9->DoSavestate(file);
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IPCFIFO7->DoSavestate(file);
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file->Var16(&DivCnt);
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file->Var16(&SqrtCnt);
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@ -510,11 +510,13 @@ bool DoSavestate(Savestate* file)
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CP15::DoSavestate(file);
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NDSCart::DoSavestate(file);
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// GPU
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GPU::DoSavestate(file);
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// SPU
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// SPI
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// RTC
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// wifi
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return true;
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}
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bool LoadROM(const char* path, bool direct)
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