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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/VertexManagerBase.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/VertexManagerBase.cpp')
-rw-r--r--Source/Core/VideoCommon/VertexManagerBase.cpp4
1 files changed, 0 insertions, 4 deletions
diff --git a/Source/Core/VideoCommon/VertexManagerBase.cpp b/Source/Core/VideoCommon/VertexManagerBase.cpp
index c208f81097..41b3968b2b 100644
--- a/Source/Core/VideoCommon/VertexManagerBase.cpp
+++ b/Source/Core/VideoCommon/VertexManagerBase.cpp
@@ -557,10 +557,6 @@ void VertexManagerBase::DoState(PointerWrap& p)
{
// Flush old vertex data before loading state.
Flush();
-
- // Clear all caches that touch RAM
- // (? these don't appear to touch any emulation state that gets saved. moved to on load only.)
- VertexLoaderManager::MarkAllDirty();
}
p.Do(m_zslope);