forked from dolphin-emu/dolphin
		
	Only loop through and call getPointers when something has actually changed. Worth about 2-4% speedup un SMG over the previous commit.
		
			
				
	
	
		
			35 lines
		
	
	
		
			927 B
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			35 lines
		
	
	
		
			927 B
		
	
	
	
		
			C++
		
	
	
	
	
	
// Copyright 2008 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 "Common/ChunkFile.h"
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#include "Common/CommonTypes.h"
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#include "VideoCommon/CPMemory.h"
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// CP state
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CPState g_main_cp_state;
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CPState g_preprocess_cp_state;
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void DoCPState(PointerWrap& p)
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{
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	// We don't save g_preprocess_cp_state separately because the GPU should be
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	// synced around state save/load.
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	p.DoArray(g_main_cp_state.array_bases, 16);
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	p.DoArray(g_main_cp_state.array_strides, 16);
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	p.Do(g_main_cp_state.matrix_index_a);
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	p.Do(g_main_cp_state.matrix_index_b);
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	p.Do(g_main_cp_state.vtx_desc.Hex);
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	p.DoArray(g_main_cp_state.vtx_attr, 8);
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	p.DoMarker("CP Memory");
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	if (p.mode == PointerWrap::MODE_READ)
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	{
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		CopyPreprocessCPStateFromMain();
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		g_main_cp_state.bases_dirty = true;
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	}
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}
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void CopyPreprocessCPStateFromMain()
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{
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	memcpy(&g_preprocess_cp_state, &g_main_cp_state, sizeof(CPState));
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}
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