pcsx2/pcsx2/SaveState.h

218 lines
6.5 KiB
C++

/* PCSX2 - PS2 Emulator for PCs
* Copyright (C) 2002-2009 PCSX2 Dev Team
*
* PCSX2 is free software: you can redistribute it and/or modify it under the terms
* of the GNU Lesser General Public License as published by the Free Software Found-
* ation, either version 3 of the License, or (at your option) any later version.
*
* PCSX2 is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
* PURPOSE. See the GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License along with PCSX2.
* If not, see <http://www.gnu.org/licenses/>.
*/
#pragma once
// This shouldn't break Win compiles, but it does.
#include "PS2Edefs.h"
#include "System.h"
// Savestate Versioning!
// If you make changes to the savestate version, please increment the value below.
// If the change is minor and compatibility with old states is retained, increment
// the lower 16 bit value. IF the change is breaking of all compatibility with old
// states, increment the upper 16 bit value, and clear the lower 16 bits to 0.
static const u32 g_SaveVersion = 0x8b410003;
// this function is meant to be used in the place of GSfreeze, and provides a safe layer
// between the GS saving function and the MTGS's needs. :)
extern s32 CALLBACK gsSafeFreeze( int mode, freezeData *data );
enum FreezeSectionId
{
FreezeId_NotSeeking = -2,
FreezeId_End,
// A BIOS tag should always be saved in conjunction with Memory or Registers tags,
// but can be skipped if the savestate has only plugins.
FreezeId_Bios,
FreezeId_Memory,
FreezeId_Registers,
FreezeId_Plugin,
// anything here and beyond we can skip, with a warning
FreezeId_Unknown,
};
// --------------------------------------------------------------------------------------
// SaveStateBase class
// --------------------------------------------------------------------------------------
// Provides the base API for both loading and saving savestates. Normally you'll want to
// use one of the four "functional" derived classes rather than this class directly: gzLoadingState, gzSavingState (gzipped disk-saved
// states), and memLoadingState, memSavingState (uncompressed memory states).
class SaveStateBase
{
protected:
SafeArray<u8>& m_memory;
char m_tagspace[32];
u32 m_version; // version of the savestate being loaded.
int m_idx; // current read/write index of the allocation
int m_sectid;
int m_pid;
bool m_DidBios;
public:
SaveStateBase( SafeArray<u8>& memblock );
virtual ~SaveStateBase() { }
static wxString GetFilename( int slot );
// Gets the version of savestate that this object is acting on.
// The version refers to the low 16 bits only (high 16 bits classifies Pcsx2 build types)
u32 GetVersion() const
{
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 void FreezeAll();
// Loads or saves an arbitrary data type. Usable on atomic types, structs, and arrays.
// For dynamically allocated pointers use FreezeMem instead.
template<typename T>
void Freeze( T& data )
{
FreezeMem( const_cast<void*>((void*)&data), sizeof( T ) );
}
// FreezeLegacy can be used to load structures short of their full size, which is
// useful for loading structures that have had new stuff added since a previous version.
template<typename T>
void FreezeLegacy( T& data, int sizeOfNewStuff )
{
FreezeMem( &data, sizeof( T ) - sizeOfNewStuff );
}
void PrepBlock( int size );
u8* GetBlockPtr()
{
return &m_memory[m_idx];
}
void CommitBlock( int size )
{
m_idx += size;
}
void WritebackSectionLength( int seekpos, int sectlen, const wxChar* sectname );
bool FreezeSection( int seek_section = FreezeId_NotSeeking );
// Freezes an identifier value into the savestate for troubleshooting purposes.
// Identifiers can be used to determine where in a savestate that data has become
// skewed (if the value does not match then the error occurs somewhere prior to that
// position).
void FreezeTag( const char* src );
// Returns true if this object is a StateLoading type object.
bool IsLoading() const { return !IsSaving(); }
// Loads or saves a memory block.
virtual void FreezeMem( void* data, int size )=0;
// Returns true if this object is a StateSaving type object.
virtual bool IsSaving() const=0;
public:
// note: gsFreeze() needs to be public because of the GSState recorder.
void gsFreeze();
protected:
// Load/Save functions for the various components of our glorious emulator!
void FreezeBios();
void FreezeMainMemory();
void FreezeRegisters();
void rcntFreeze();
void vuMicroFreeze();
void vif0Freeze();
void vif1Freeze();
void sifFreeze();
void ipuFreeze();
void gifFreeze();
void sprFreeze();
void sioFreeze();
void cdrFreeze();
void cdvdFreeze();
void psxRcntFreeze();
void sio2Freeze();
void gifPathFreeze(); // called by gsFreeze
};
// --------------------------------------------------------------------------------------
// Saving and Loading Specialized Implementations...
// --------------------------------------------------------------------------------------
class memSavingState : public SaveStateBase
{
typedef SaveStateBase _parent;
protected:
static const int ReallocThreshold = 0x200000; // 256k reallocation block size.
static const int MemoryBaseAllocSize = 0x02b00000; // 45 meg base alloc
public:
virtual ~memSavingState() { }
memSavingState( SafeArray<u8>& save_to );
// Saving of state data to a memory buffer
void FreezeMem( void* data, int size );
void FreezeAll();
bool IsSaving() const { return true; }
};
class memLoadingState : public SaveStateBase
{
public:
virtual ~memLoadingState();
memLoadingState( const SafeArray<u8>& load_from );
// Loading of state data from a memory buffer...
void FreezeMem( void* data, int size );
bool SeekToSection( PluginsEnum_t pid );
bool IsSaving() const { return false; }
bool IsFinished() const { return m_idx >= m_memory.GetSizeInBytes(); }
};
extern bool StateCopy_IsValid();
extern void StateCopy_FreezeToMem();
extern void StateCopy_FreezeToMem_Blocking();
extern void StateCopy_ThawFromMem_Blocking();
extern void StateCopy_SaveToFile( const wxString& file );
extern void StateCopy_LoadFromFile( const wxString& file );
extern void StateCopy_SaveToSlot( uint num );
extern void StateCopy_LoadFromSlot( uint slot );
extern void StateCopy_Clear();
extern bool StateCopy_IsBusy();
extern const SafeArray<u8>* StateCopy_GetBuffer();