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authorPokechu22 <Pokechu022@gmail.com>2022-10-07 12:25:04 -0700
committerPokechu22 <Pokechu022@gmail.com>2022-10-09 19:32:59 -0700
commitffed23c059f52dfbe1dbd089d6861c68b8960035 (patch)
treefccdfd4a0887a6a46f15bda34f81bb39236956c8 /Source/Core/VideoCommon/CPMemory.cpp
parent05f3bbfa4d22bf50e803dfb1c75657e1a9f953a7 (diff)
Simplify saving CP state
Rather than makring some parts of VertexLoaderManager dirty in some places and some in others, do it all in VideoState. Also, since CPState no longer contains pointers/non-CP data after d039b1bc0dfaba2a88036468b6d971bb1d7e463d, we can just use p.Do on it instead of manually saving each field.
Diffstat (limited to 'Source/Core/VideoCommon/CPMemory.cpp')
-rw-r--r--Source/Core/VideoCommon/CPMemory.cpp18
1 files changed, 0 insertions, 18 deletions
diff --git a/Source/Core/VideoCommon/CPMemory.cpp b/Source/Core/VideoCommon/CPMemory.cpp
index 401c37bc00..c9a5a57b51 100644
--- a/Source/Core/VideoCommon/CPMemory.cpp
+++ b/Source/Core/VideoCommon/CPMemory.cpp
@@ -15,24 +15,6 @@
CPState g_main_cp_state;
CPState g_preprocess_cp_state;
-void DoCPState(PointerWrap& p)
-{
- // We don't save g_preprocess_cp_state separately because the GPU should be
- // synced around state save/load.
- p.DoArray(g_main_cp_state.array_bases);
- p.DoArray(g_main_cp_state.array_strides);
- p.Do(g_main_cp_state.matrix_index_a);
- p.Do(g_main_cp_state.matrix_index_b);
- p.Do(g_main_cp_state.vtx_desc);
- p.DoArray(g_main_cp_state.vtx_attr);
- p.DoMarker("CP Memory");
- if (p.IsReadMode())
- {
- CopyPreprocessCPStateFromMain();
- VertexLoaderManager::g_bases_dirty = true;
- }
-}
-
void CopyPreprocessCPStateFromMain()
{
std::memcpy(&g_preprocess_cp_state, &g_main_cp_state, sizeof(CPState));