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Simplify gstate_c savestate code a bit.
So it's not as awkward to modify.
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36c751976a
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@ -267,24 +267,6 @@ struct GPUStateCache_v0
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UVScale uv;
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bool flipTexture;
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float lightpos[4][3];
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float lightdir[4][3];
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float lightatt[4][3];
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float lightColor[3][4][3]; // Ambient Diffuse Specular
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float lightangle[4]; // spotlight cone angle (cosine)
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float lightspotCoef[4]; // spotlight dropoff
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float morphWeights[8];
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u32 curTextureWidth;
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u32 curTextureHeight;
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u32 actualTextureHeight;
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float vpWidth;
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float vpHeight;
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u32 curRTWidth;
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u32 curRTHeight;
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};
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void GPUStateCache::DoState(PointerWrap &p) {
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@ -301,27 +283,25 @@ void GPUStateCache::DoState(PointerWrap &p) {
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textureFullAlpha = old.textureFullAlpha;
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vertexFullAlpha = old.vertexFullAlpha;
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framebufChanged = old.framebufChanged;
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skipDrawReason = old.skipDrawReason;
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uv = old.uv;
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flipTexture = old.flipTexture;
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} else {
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p.Do(vertexAddr);
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p.Do(indexAddr);
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p.Do(offsetAddr);
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const size_t oldOffset = offsetof(GPUStateCache_v0, skipDrawReason);
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const size_t newOffset = offsetof(GPUStateCache, skipDrawReason);
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memcpy((char *)this + newOffset, (char *)&old + oldOffset, sizeof(old) - oldOffset);
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return;
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p.Do(textureChanged);
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p.Do(textureFullAlpha);
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p.Do(vertexFullAlpha);
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p.Do(framebufChanged);
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p.Do(skipDrawReason);
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p.Do(uv);
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p.Do(flipTexture);
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}
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p.Do(vertexAddr);
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p.Do(indexAddr);
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p.Do(offsetAddr);
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p.Do(textureChanged);
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p.Do(textureFullAlpha);
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p.Do(vertexFullAlpha);
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p.Do(framebufChanged);
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p.Do(skipDrawReason);
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p.Do(uv);
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p.Do(flipTexture);
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p.Do(lightpos);
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p.Do(lightdir);
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p.Do(lightatt);
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