forked from dolphin-emu/dolphin
		
	
		
			
				
	
	
		
			85 lines
		
	
	
		
			1.8 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			85 lines
		
	
	
		
			1.8 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
// Copyright 2013 Dolphin Emulator Project
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// Licensed under GPLv2
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// Refer to the license.txt file included.
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#include "VideoState.h"
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#include "BPMemory.h"
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#include "CPMemory.h"
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#include "XFMemory.h"
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#include "TextureDecoder.h"
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#include "Fifo.h"
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#include "CommandProcessor.h"
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#include "PixelEngine.h"
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#include "PixelShaderManager.h"
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#include "VertexShaderManager.h"
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#include "VertexManagerBase.h"
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static void DoState(PointerWrap &p)
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{
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	// BP Memory
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	p.Do(bpmem);
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	p.DoMarker("BP Memory");
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	// CP Memory
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	p.DoArray(arraybases, 16);
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	p.DoArray(arraystrides, 16);
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	p.Do(MatrixIndexA);
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	p.Do(MatrixIndexB);
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	p.Do(g_VtxDesc.Hex);
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	p.DoArray(g_VtxAttr, 8);
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	p.DoMarker("CP Memory");
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	// XF Memory
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	p.Do(xfregs);
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	p.DoArray(xfmem, XFMEM_SIZE);
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	p.DoMarker("XF Memory");
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	// Texture decoder
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	p.DoArray(texMem, TMEM_SIZE);
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	p.DoMarker("texMem");
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	// FIFO
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	Fifo_DoState(p);
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	p.DoMarker("Fifo");
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	CommandProcessor::DoState(p);
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	p.DoMarker("CommandProcessor");
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	PixelEngine::DoState(p);
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	p.DoMarker("PixelEngine");
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	// the old way of replaying current bpmem as writes to push side effects to pixel shader manager doesn't really work.
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	PixelShaderManager::DoState(p);
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	p.DoMarker("PixelShaderManager");
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	VertexShaderManager::DoState(p);
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	p.DoMarker("VertexShaderManager");
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	VertexManager::DoState(p);
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	p.DoMarker("VertexManager");
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	// TODO: search for more data that should be saved and add it here
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}
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void VideoCommon_DoState(PointerWrap &p)
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{
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	DoState(p);
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}
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void VideoCommon_RunLoop(bool enable)
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{
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	EmulatorState(enable);
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}
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void VideoCommon_Init()
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{
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	memset(arraybases, 0, sizeof(arraybases));
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	memset(arraystrides, 0, sizeof(arraystrides));
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	memset(&MatrixIndexA, 0, sizeof(MatrixIndexA));
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	memset(&MatrixIndexB, 0, sizeof(MatrixIndexB));
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	memset(&g_VtxDesc, 0, sizeof(g_VtxDesc));
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	memset(g_VtxAttr, 0, sizeof(g_VtxAttr));
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	memset(texMem, 0, TMEM_SIZE);
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}
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