mirror of https://github.com/PCSX2/pcsx2.git
GSDumpReplayer: Fix resetting
And get rid of memory reset, it's never used.
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c783fc0f59
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@ -144,11 +144,6 @@ bool GSDumpReplayer::ChangeDump(const char* filename)
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return true;
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}
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void GSDumpReplayer::Reset()
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{
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GSDumpReplayerCpuReset();
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}
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void GSDumpReplayer::Shutdown()
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{
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Console.WriteLn("(GSDumpReplayer) Shutting down.");
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@ -204,7 +199,6 @@ void GSDumpReplayerCpuReset()
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s_needs_state_loaded = true;
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s_current_packet = 0;
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s_dump_frame_number = 0;
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hwReset();
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}
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static void GSDumpReplayerLoadInitialState()
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@ -31,7 +31,6 @@ void SetIsDumpRunner(bool is_runner);
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bool Initialize(const char* filename);
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bool ChangeDump(const char* filename);
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void Reset();
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void Shutdown();
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std::string GetDumpSerial();
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@ -34,6 +34,7 @@
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#include "CDVD/CDVD.h"
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#include "Patch.h"
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#include "GameDatabase.h"
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#include "GSDumpReplayer.h"
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#include "DebugTools/Breakpoints.h"
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#include "DebugTools/MIPSAnalyst.h"
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@ -78,6 +79,7 @@ void cpuReset()
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if (GetMTGS().IsOpen())
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GetMTGS().WaitGS(); // GS better be done processing before we reset the EE, just in case.
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if (!GSDumpReplayer::IsReplayingDump())
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GetVmMemory().Reset();
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memzero(cpuRegs);
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@ -303,6 +303,15 @@ BaseVUmicroCPU* CpuVU1 = nullptr;
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void SysCpuProviderPack::ApplyConfig() const
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{
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if (GSDumpReplayer::IsReplayingDump())
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{
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Cpu = &GSDumpReplayerCpu;
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psxCpu = &psxInt;
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CpuVU0 = &CpuIntVU0;
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CpuVU1 = &CpuIntVU1;
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return;
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}
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Cpu = CHECK_EEREC ? &recCpu : &intCpu;
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psxCpu = CHECK_IOPREC ? &psxRec : &psxInt;
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@ -314,9 +323,6 @@ void SysCpuProviderPack::ApplyConfig() const
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if (EmuConfig.Cpu.Recompiler.EnableVU1)
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CpuVU1 = &CpuMicroVU1;
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if (GSDumpReplayer::IsReplayingDump())
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Cpu = &GSDumpReplayerCpu;
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}
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// Resets all PS2 cpu execution caches, which does not affect that actual PS2 state/condition.
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