savestate: remove a bunch of dead code

This commit is contained in:
Gauvain 'GovanifY' Roussel-Tarbouriech 2021-05-14 11:54:58 +02:00 committed by Kojin
parent a781b4529b
commit 18bc19a09c
9 changed files with 6 additions and 48 deletions

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@ -24,6 +24,7 @@
#include "GSLzma.h"
#include "AppCoreThread.h"
#include "Utilities/pxStreams.h"
#ifdef _WIN32
@ -2309,7 +2310,7 @@ GSRendererType GSApp::GetCurrentRendererType() const
void GSDoFreezeOut(void* dest)
{
freezeData fP = {0, (s8*)dest};
GSFreezeData fP = {0, (u8*)dest};
if (GSfreeze(FREEZE_SIZE, &fP) != 0)
return;
if (!fP.size)
@ -2324,7 +2325,7 @@ void GSDoFreezeOut(void* dest)
void GSDoFreezeIn(pxInputStream& infp)
{
freezeData fP = {0, nullptr};
GSFreezeData fP = {0, nullptr};
if (GSfreeze(FREEZE_SIZE, &fP) != 0)
fP.size = 0;
@ -2346,7 +2347,7 @@ void GSDoFreezeIn(pxInputStream& infp)
}
ScopedAlloc<s8> data(fP.size);
fP.data = data.GetPtr();
fP.data = (u8*)data.GetPtr();
infp.Read(fP.data, fP.size);
if (GSfreeze(FREEZE_LOAD, &fP) != 0)

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@ -241,16 +241,6 @@ SaveStateBase& SaveStateBase::FreezeInternals()
return *this;
}
SaveStateBase& SaveStateBase::FreezeAll()
{
FreezeMainMemory();
FreezeBios();
FreezeInternals();
//TODO: ADD BACK FREEZE PLUGINS HERE
return *this;
}
// --------------------------------------------------------------------------------------
// memSavingState (implementations)
@ -285,14 +275,6 @@ void memSavingState::MakeRoomForData()
m_memory->MakeRoomFor( m_idx + MemoryBaseAllocSize );
}
// Saving of state data to a memory buffer
memSavingState& memSavingState::FreezeAll()
{
MakeRoomForData();
_parent::FreezeAll();
return *this;
}
// --------------------------------------------------------------------------------------
// memLoadingState (implementations)
// --------------------------------------------------------------------------------------

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@ -76,11 +76,6 @@ public:
return (m_version & 0xffff);
}
// Loads or saves the entire emulation state.
// Note: The Cpu state must be reset, and plugins *open*, prior to Defrosting
// (loading) a state!
virtual SaveStateBase& FreezeAll();
virtual SaveStateBase& FreezeMainMemory();
virtual SaveStateBase& FreezeBios();
virtual SaveStateBase& FreezeInternals();
@ -197,7 +192,6 @@ public:
void MakeRoomForData();
void FreezeMem( void* data, int size );
memSavingState& FreezeAll();
bool IsSaving() const { return true; }
};

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@ -181,16 +181,6 @@ void SysCoreThread::ApplySettings(const Pcsx2Config& src)
const_cast<Pcsx2Config&>(EmuConfig) = src;
}
void SysCoreThread::UploadStateCopy(const VmStateBuffer& copy)
{
if (!pxAssertDev(IsPaused(), "CoreThread is not paused; new VM state cannot be uploaded."))
return;
memLoadingState loadme(copy);
loadme.FreezeAll();
m_resetVirtualMachine = false;
}
// --------------------------------------------------------------------------------------
// SysCoreThread *Worker* Implementations
// (Called from the context of this thread only)

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@ -209,7 +209,6 @@ public:
virtual void GameStartingInThread();
virtual void ApplySettings(const Pcsx2Config& src);
virtual void UploadStateCopy(const VmStateBuffer& copy);
virtual bool HasActiveMachine() const { return m_hasActiveMachine; }

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@ -642,13 +642,6 @@ bool AppCoreThread::StateCheckInThread()
return _parent::StateCheckInThread();
}
void AppCoreThread::UploadStateCopy(const VmStateBuffer& copy)
{
ScopedCoreThreadPause paused_core;
_parent::UploadStateCopy(copy);
paused_core.AllowResume();
}
static uint m_except_threshold = 0;
void AppCoreThread::ExecuteTaskInThread()

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@ -151,7 +151,6 @@ public:
virtual void ChangeCdvdSource();
virtual void ApplySettings(const Pcsx2Config& src);
virtual void UploadStateCopy(const VmStateBuffer& copy);
protected:
virtual void DoCpuExecute();

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@ -400,7 +400,7 @@ namespace Implementations
return;
if (renderswitch_delay == 0)
{
ScopedCoreThreadPause paused_core();
ScopedCoreThreadPause paused_core;
// TODO: add back saving/freezing of gs here -- govanify
renderswitch = !renderswitch;
paused_core.AllowResume();

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@ -279,7 +279,7 @@ public:
void FreezeIn(pxInputStream& reader) const { return GSDoFreezeIn(reader); }
void FreezeOut(SaveStateBase& writer) const
{
freezeData fP = {0, NULL};
GSFreezeData fP = {0, NULL};
if (GSfreeze(FREEZE_SIZE, &fP) == 0)
{
const int size = fP.size;