From ffed23c059f52dfbe1dbd089d6861c68b8960035 Mon Sep 17 00:00:00 2001 From: Pokechu22 Date: Fri, 7 Oct 2022 12:25:04 -0700 Subject: 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. --- Source/Core/VideoCommon/VertexManagerBase.cpp | 4 ---- 1 file changed, 4 deletions(-) (limited to 'Source/Core/VideoCommon/VertexManagerBase.cpp') 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); -- cgit v1.2.3