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-rw-r--r--Source/Core/VideoCommon/CPMemory.cpp31
1 files changed, 23 insertions, 8 deletions
diff --git a/Source/Core/VideoCommon/CPMemory.cpp b/Source/Core/VideoCommon/CPMemory.cpp
index 752063065b..739a3e66e3 100644
--- a/Source/Core/VideoCommon/CPMemory.cpp
+++ b/Source/Core/VideoCommon/CPMemory.cpp
@@ -2,17 +2,32 @@
// Licensed under GPLv2
// Refer to the license.txt file included.
+#include "Common/ChunkFile.h"
#include "Common/CommonTypes.h"
#include "VideoCommon/CPMemory.h"
// CP state
u8 *cached_arraybases[16];
-// STATE_TO_SAVE
-u32 arraybases[16];
-u32 arraystrides[16];
-TMatrixIndexA MatrixIndexA;
-TMatrixIndexB MatrixIndexB;
-TVtxDesc g_VtxDesc;
-// Most games only use the first VtxAttr and simply reconfigure it all the time as needed.
-VAT g_VtxAttr[8];
+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, 16);
+ p.DoArray(g_main_cp_state.array_strides, 16);
+ 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.Hex);
+ p.DoArray(g_main_cp_state.vtx_attr, 8);
+ p.DoMarker("CP Memory");
+ if (p.mode == PointerWrap::MODE_READ)
+ CopyPreprocessCPStateFromMain();
+}
+
+void CopyPreprocessCPStateFromMain()
+{
+ memcpy(&g_preprocess_cp_state, &g_main_cp_state, sizeof(CPState));
+}