forked from dolphin-emu/dolphin
Not sure if this is the right way to handle this, but it makes the save states perfectly stable. That's all that really matters, right?
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@@ -55,9 +55,8 @@ void DoState(PointerWrap &p)
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p.Do(lastPrimCmd);
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p.Do(lastPrimCmd);
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p.Do(streamSize);
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p.Do(streamSize);
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p.Do(streamAddress);
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p.Do(streamAddress);
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// not sure how to save this... It seems to be the only thing left that is really important.
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if (p.GetMode() == PointerWrap::MODE_READ)
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// uncommenting this will prevent all error messages, and any crashes/hangs on load, but then obviously it'll segfault once you restart dolphin.
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ResetDecoding();
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//p.Do(currentFunction);
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}
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}
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void DecodePrimitiveStream(u32 iBufferSize)
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void DecodePrimitiveStream(u32 iBufferSize)
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@@ -103,7 +103,8 @@ void VideoSoftware::DoState(PointerWrap& p)
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if (p.GetMode() == PointerWrap::MODE_READ && software == false)
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if (p.GetMode() == PointerWrap::MODE_READ && software == false)
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// change mode to abort load of incompatible save state.
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// change mode to abort load of incompatible save state.
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p.SetMode(PointerWrap::MODE_VERIFY);
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p.SetMode(PointerWrap::MODE_VERIFY);
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// TODO: incomplete
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// TODO: incomplete?
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SWCommandProcessor::DoState(p);
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SWCommandProcessor::DoState(p);
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SWPixelEngine::DoState(p);
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SWPixelEngine::DoState(p);
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EfbInterface::DoState(p);
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EfbInterface::DoState(p);
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