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Include tangent/binormal cache in savestates
This theoretically matters for RS2/RS3, although in practice these games reconfigure it each frame so it shouldn't matter for savestates.
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@ -94,7 +94,7 @@ static size_t s_state_writes_in_queue;
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static std::condition_variable s_state_write_queue_is_empty;
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static std::condition_variable s_state_write_queue_is_empty;
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// Don't forget to increase this after doing changes on the savestate system
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// Don't forget to increase this after doing changes on the savestate system
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constexpr u32 STATE_VERSION = 151; // Last changed in PR 11125
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constexpr u32 STATE_VERSION = 152; // Last changed in PR 11131
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// Maps savestate versions to Dolphin versions.
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// Maps savestate versions to Dolphin versions.
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// Versions after 42 don't need to be added to this list,
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// Versions after 42 don't need to be added to this list,
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@ -564,6 +564,8 @@ void VertexManagerBase::DoState(PointerWrap& p)
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}
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}
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p.Do(m_zslope);
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p.Do(m_zslope);
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p.Do(VertexLoaderManager::tangent_cache);
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p.Do(VertexLoaderManager::binormal_cache);
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}
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}
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void VertexManagerBase::CalculateZSlope(NativeVertexFormat* format)
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void VertexManagerBase::CalculateZSlope(NativeVertexFormat* format)
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