mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-01-10 16:19:28 +01:00
Improve VideoSoftware save states. They are fairly stable, but not perfect. OpcodeDecoder::DoState() needs to be fixed.
This commit is contained in:
parent
415a2f17c9
commit
db838e759b
@ -65,6 +65,13 @@ namespace Clipper
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OutputVertexData ClippedVertices[NUM_CLIPPED_VERTICES];
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OutputVertexData *Vertices[NUM_INDICES];
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void DoState(PointerWrap &p)
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{
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p.DoArray(m_ViewOffset,2);
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for (int i = 0; i< NUM_CLIPPED_VERTICES; ++i)
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ClippedVertices[i].DoState(p);
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}
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void Init()
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{
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for (int i = 0; i < NUM_CLIPPED_VERTICES; ++i)
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@ -21,6 +21,7 @@
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#include "Common.h"
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#include "NativeVertexFormat.h"
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#include "ChunkFile.h"
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namespace Clipper
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@ -36,6 +37,8 @@ namespace Clipper
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bool CullTest(OutputVertexData *v0, OutputVertexData *v1, OutputVertexData *v2, bool &backface);
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void PerspectiveDivide(OutputVertexData *vertex);
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void DoState(PointerWrap &p);
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}
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@ -19,6 +19,7 @@
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#define _NATIVEVERTEXFORMAT_H
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#include "Vec3.h"
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#include "ChunkFile.h"
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#ifdef WIN32
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#define LOADERDECL __cdecl
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@ -92,6 +93,18 @@ struct OutputVertexData
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#undef LINTERP
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#undef LINTERP_INT
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}
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void DoState(PointerWrap &p)
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{
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mvPosition.DoState(p);
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p.Do(projectedPosition);
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screenPosition.DoState(p);
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for (int i = 0; i < 3;++i)
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normal[i].DoState(p);
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p.DoArray(color, sizeof color);
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for (int i = 0; i < 8;++i)
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texCoords[i].DoState(p);
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}
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};
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#endif
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@ -35,7 +35,6 @@ typedef void (*DecodingFunction)(u32);
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namespace OpcodeDecoder
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{
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static DecodingFunction currentFunction = NULL;
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static u32 minCommandSize;
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static u16 streamSize;
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@ -49,12 +48,15 @@ static u8 lastPrimCmd;
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void DoState(PointerWrap &p)
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{
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p.Do(minCommandSize);
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vertexLoader.DoState(p);
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p.Do(streamSize);
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p.Do(streamAddress);
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// Not sure what is wrong with this. Something(s) in here is causing dolphin to crash/hang when loading states saved from another run of dolphin. Doesn't seem too important anyway...
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//vertexLoader.DoState(p);
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p.Do(readOpcode);
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p.Do(inObjectStream);
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p.Do(lastPrimCmd);
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p.Do(streamSize);
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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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// 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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//p.Do(currentFunction);
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}
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@ -62,6 +62,28 @@ s32 scissorBottom = 0;
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Tev tev;
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RasterBlock rasterBlock;
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void DoState(PointerWrap &p)
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{
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ZSlope.DoState(p);
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WSlope.DoState(p);
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for (int i=0;i<2;++i)
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for (int n=0; n<4; ++n)
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ColorSlopes[i][n].DoState(p);
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for (int i=0;i<8;++i)
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for (int n=0; n<3; ++n)
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TexSlopes[i][n].DoState(p);
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p.Do(vertex0X);
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p.Do(vertex0Y);
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p.Do(vertexOffsetX);
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p.Do(vertexOffsetY);
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p.Do(scissorLeft);
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p.Do(scissorTop);
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p.Do(scissorRight);
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p.Do(scissorBottom);
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tev.DoState(p);
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p.Do(rasterBlock);
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}
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void Init()
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{
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tev.Init();
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@ -19,6 +19,7 @@
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#define _RASTERIZER_H_
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#include "NativeVertexFormat.h"
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#include "ChunkFile.h"
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namespace Rasterizer
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{
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@ -37,6 +38,12 @@ namespace Rasterizer
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float f0;
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float GetValue(float dx, float dy) { return f0 + (dfdx * dx) + (dfdy * dy); }
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void DoState(PointerWrap &p)
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{
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p.Do(dfdx);
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p.Do(dfdy);
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p.Do(f0);
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}
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};
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struct RasterBlockPixel
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@ -53,6 +60,8 @@ namespace Rasterizer
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s32 TextureLod[16];
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bool TextureLinear[16];
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};
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void DoState(PointerWrap &p);
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}
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@ -57,11 +57,15 @@ CPReg cpreg; // shared between gfx and emulator thread
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void DoState(PointerWrap &p)
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{
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p.Do(cpreg);
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p.DoArray(commandBuffer, commandBufferSize);
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p.Do(readPos);
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p.Do(writePos);
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p.Do(et_UpdateInterrupts);
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p.Do(interruptSet);
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p.Do(interruptWaiting);
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// Is this right?
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p.DoArray(g_pVideoData,writePos);
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}
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// does it matter that there is no synchronization between threads during writes?
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@ -53,6 +53,8 @@ void DoState(PointerWrap &p)
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p.Do(pereg);
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p.Do(g_bSignalTokenInterrupt);
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p.Do(g_bSignalFinishInterrupt);
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p.Do(et_SetTokenOnMainThread);
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p.Do(et_SetFinishOnMainThread);
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}
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void UpdateInterrupts();
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@ -332,7 +332,7 @@ void SWVertexLoader::DoState(PointerWrap &p)
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{
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p.DoArray(m_AttributeLoaders, sizeof m_AttributeLoaders);
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p.Do(m_VertexSize);
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p.Do(m_CurrentVat);
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p.Do(*m_CurrentVat);
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p.Do(m_positionLoader);
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p.Do(m_normalLoader);
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p.DoArray(m_colorLoader, sizeof m_colorLoader);
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@ -102,6 +102,19 @@ void VideoSoftware::DoState(PointerWrap& p)
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SWPixelEngine::DoState(p);
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EfbInterface::DoState(p);
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OpcodeDecoder::DoState(p);
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Clipper::DoState(p);
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p.Do(swxfregs);
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p.Do(bpmem);
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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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}
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void VideoSoftware::CheckInvalidState()
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@ -25,13 +25,13 @@
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void SetupUnit::Init(u8 primitiveType)
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{
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m_PrimType = primitiveType;
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m_PrimType = primitiveType;
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m_VertexCounter = 0;
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m_VertPointer[0] = &m_Vertices[0];
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m_VertPointer[1] = &m_Vertices[1];
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m_VertPointer[2] = &m_Vertices[2];
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m_VertWritePointer = m_VertPointer[0];
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m_VertexCounter = 0;
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m_VertPointer[0] = &m_Vertices[0];
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m_VertPointer[1] = &m_Vertices[1];
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m_VertPointer[2] = &m_Vertices[2];
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m_VertWritePointer = m_VertPointer[0];
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}
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void SetupUnit::SetupVertex()
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@ -172,7 +172,18 @@ void SetupUnit::SetupPoint()
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void SetupUnit::DoState(PointerWrap &p)
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{
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p.Do(m_PrimType);
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// TODO: some or all of this is making the save states stop working once dolphin is closed...sometimes (usually)
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// I have no idea what specifically is wrong, or if this is even important. Disabling it doesn't seem to make any noticible difference...
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/* p.Do(m_PrimType);
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p.Do(m_VertexCounter);
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p.DoArray(m_Vertices, sizeof m_Vertices);
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}
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for (int i = 0; i < 3; ++i)
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m_Vertices[i].DoState(p);
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if (p.GetMode() == PointerWrap::MODE_READ)
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{
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m_VertPointer[0] = &m_Vertices[0];
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m_VertPointer[1] = &m_Vertices[1];
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m_VertPointer[2] = &m_Vertices[2];
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m_VertWritePointer = m_VertPointer[0];
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}*/
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}
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@ -827,3 +827,31 @@ void Tev::SetRegColor(int reg, int comp, bool konst, s16 color)
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Reg[reg][comp] = color;
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}
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}
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void Tev::DoState(PointerWrap &p)
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{
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p.DoArray(Reg, sizeof(Reg));
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p.DoArray(KonstantColors, sizeof(KonstantColors));
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p.DoArray(TexColor,4);
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p.DoArray(RasColor,4);
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p.DoArray(StageKonst,4);
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p.DoArray(Zero16,4);
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p.DoArray(FixedConstants,9);
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p.Do(AlphaBump);
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p.DoArray(IndirectTex, sizeof(IndirectTex));
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p.Do(TexCoord);
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p.DoArray(m_BiasLUT,4);
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p.DoArray(m_ScaleLShiftLUT,4);
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p.DoArray(m_ScaleRShiftLUT,4);
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p.DoArray(Position,3);
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p.DoArray(Color, sizeof(Color));
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p.DoArray(Uv, 8);
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p.DoArray(IndirectLod,4);
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p.DoArray(IndirectLinear,4);
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p.DoArray(TextureLod,16);
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p.DoArray(TextureLinear,16);
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}
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@ -19,6 +19,7 @@
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#define _TEV_H_
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#include "BPMemLoader.h"
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#include "ChunkFile.h"
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class Tev
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{
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@ -96,6 +97,8 @@ public:
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void SetRegColor(int reg, int comp, bool konst, s16 color);
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enum { ALP_C, BLU_C, GRN_C, RED_C };
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void DoState(PointerWrap &p);
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};
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#endif
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@ -20,6 +20,7 @@
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#include <stdlib.h>
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#include <math.h>
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#include "ChunkFile.h"
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class Vec3
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{
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@ -111,6 +112,12 @@ public:
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{
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memset((void *)this,0,sizeof(float)*3);
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}
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void DoState(PointerWrap &p)
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{
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p.Do(x);
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p.Do(y);
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p.Do(z);
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}
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};
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#endif
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