rewrite how structures are stored to savestates (store individual fields, to avoid compatibility issues)

also fixes stability issues when 3D is involved. turns out we were storing raw pointers to vertices. figures

more crapo code to get around that, but atleast it works without asploding now.
This commit is contained in:
StapleButter 2018-10-21 03:16:41 +02:00
parent cbcecc8cdb
commit d191af8690
2 changed files with 83 additions and 6 deletions

View File

@ -150,10 +150,14 @@ const s32 CmdNumCycles[256] =
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
};
typedef struct
typedef union
{
u8 Command;
u32 Param;
u64 _contents;
struct
{
u32 Param;
u8 Command;
};
} CmdFIFOEntry;
@ -410,8 +414,73 @@ void DoSavestate(Savestate* file)
file->Var32(&FlushRequest);
file->Var32(&FlushAttributes);
file->VarArray(VertexRAM, sizeof(Vertex)*6144*2);
file->VarArray(PolygonRAM, sizeof(Polygon)*2048*2);
for (int i = 0; i < 6144*2; i++)
{
Vertex* vtx = &VertexRAM[i];
file->VarArray(vtx->Position, sizeof(s32)*4);
file->VarArray(vtx->Color, sizeof(s32)*3);
file->VarArray(vtx->TexCoords, sizeof(s16)*2);
file->Var32((u32*)&vtx->Clipped);
file->VarArray(vtx->FinalPosition, sizeof(s32)*2);
file->VarArray(vtx->FinalColor, sizeof(s32)*3);
}
for(int i = 0; i < 2048*2; i++)
{
Polygon* poly = &PolygonRAM[i];
// this is a bit ugly, but eh
// we can't save the pointers as-is, that's a bad idea
if (file->Saving)
{
for (int j = 0; j < 10; j++)
{
Vertex* ptr = poly->Vertices[j];
u32 id;
if (ptr) id = (u32)((ptr - (&VertexRAM[0])) / sizeof(Vertex));
else id = -1;
file->Var32(&id);
}
}
else
{
for (int j = 0; j < 10; j++)
{
u32 id = -1;
file->Var32(&id);
if (id == -1) poly->Vertices[j] = NULL;
else poly->Vertices[j] = &VertexRAM[id];
}
}
file->Var32(&poly->NumVertices);
file->VarArray(poly->FinalZ, sizeof(s32)*10);
file->VarArray(poly->FinalW, sizeof(s32)*10);
file->Var32((u32*)&poly->WBuffer);
file->Var32(&poly->Attr);
file->Var32(&poly->TexParam);
file->Var32(&poly->TexPalette);
file->Var32((u32*)&poly->FacingView);
file->Var32((u32*)&poly->Translucent);
file->Var32((u32*)&poly->IsShadowMask);
file->Var32((u32*)&poly->IsShadow);
file->Var32(&poly->VTop);
file->Var32(&poly->VBottom);
file->Var32((u32*)&poly->YTop);
file->Var32((u32*)&poly->YBottom);
file->Var32((u32*)&poly->XTop);
file->Var32((u32*)&poly->XBottom);
file->Var32(&poly->SortKey);
}
// probably not worth storing the vblank-latched Renderxxxxxx variables

View File

@ -487,7 +487,15 @@ bool DoSavestate(Savestate* file)
file->Var32(&CPUStop);
file->VarArray(Timers, 8*sizeof(Timer));
for (int i = 0; i < 8; i++)
{
Timer* timer = &Timers[i];
file->Var16(&timer->Reload);
file->Var16(&timer->Cnt);
file->Var32(&timer->Counter);
file->Var32(&timer->CycleShift);
}
file->VarArray(TimerCheckMask, 2*sizeof(u8));
file->VarArray(DMA9Fill, 4*sizeof(u32));