forked from dolphin-emu/dolphin
		
	
		
			
				
	
	
		
			68 lines
		
	
	
		
			1.6 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			68 lines
		
	
	
		
			1.6 KiB
		
	
	
	
		
			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 <cstring>
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#include "Common/ChunkFile.h"
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#include "VideoCommon/BPMemory.h"
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#include "VideoCommon/BoundingBox.h"
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#include "VideoCommon/CPMemory.h"
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#include "VideoCommon/CommandProcessor.h"
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#include "VideoCommon/Fifo.h"
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#include "VideoCommon/GeometryShaderManager.h"
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#include "VideoCommon/PixelEngine.h"
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#include "VideoCommon/PixelShaderManager.h"
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#include "VideoCommon/TextureDecoder.h"
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#include "VideoCommon/VertexManagerBase.h"
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#include "VideoCommon/VertexShaderManager.h"
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#include "VideoCommon/VideoState.h"
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#include "VideoCommon/XFMemory.h"
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void VideoCommon_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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  DoCPState(p);
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  // XF Memory
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  p.Do(xfmem);
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  p.DoMarker("XF Memory");
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  // Texture decoder
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  p.DoArray(texMem);
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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
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  // 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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  GeometryShaderManager::DoState(p);
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  p.DoMarker("GeometryShaderManager");
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  VertexManagerBase::DoState(p);
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  p.DoMarker("VertexManager");
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  BoundingBox::DoState(p);
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  p.DoMarker("BoundingBox");
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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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