System: Add memory-only save states and rewind
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@ -91,9 +91,9 @@ bool GPU_HW::Initialize(HostDisplay* host_display)
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return true;
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}
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void GPU_HW::Reset()
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void GPU_HW::Reset(bool clear_vram)
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{
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GPU::Reset();
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GPU::Reset(clear_vram);
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m_batch_current_vertex_ptr = m_batch_start_vertex_ptr;
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@ -107,9 +107,9 @@ void GPU_HW::Reset()
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SetFullVRAMDirtyRectangle();
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}
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bool GPU_HW::DoState(StateWrapper& sw, bool update_display)
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bool GPU_HW::DoState(StateWrapper& sw, HostDisplayTexture** host_texture, bool update_display)
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{
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if (!GPU::DoState(sw, update_display))
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if (!GPU::DoState(sw, host_texture, update_display))
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return false;
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// invalidate the whole VRAM read texture when loading state
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