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GPU: Improve structure alignment
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@ -75,6 +75,9 @@ bool GPU::DoState(StateWrapper& sw)
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sw.Do(&m_GPUSTAT.bits);
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sw.Do(&m_draw_mode.mode_reg.bits);
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sw.Do(&m_draw_mode.palette_reg);
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sw.Do(&m_draw_mode.texture_window_value);
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sw.Do(&m_draw_mode.texture_page_x);
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sw.Do(&m_draw_mode.texture_page_y);
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sw.Do(&m_draw_mode.texture_palette_x);
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@ -85,9 +88,6 @@ bool GPU::DoState(StateWrapper& sw)
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sw.Do(&m_draw_mode.texture_window_offset_y);
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sw.Do(&m_draw_mode.texture_x_flip);
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sw.Do(&m_draw_mode.texture_y_flip);
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sw.Do(&m_draw_mode.mode_reg.bits);
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sw.Do(&m_draw_mode.palette_reg);
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sw.Do(&m_draw_mode.texture_window_value);
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sw.Do(&m_drawing_area.left);
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sw.Do(&m_drawing_area.top);
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@ -401,6 +401,11 @@ protected:
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u32 GetTexturePageYBase() const { return ZeroExtend32(texture_page_y_base.GetValue()) * 256; }
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};
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// original values
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Reg mode_reg;
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u16 palette_reg; // from vertex
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u32 texture_window_value;
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// decoded values
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u32 texture_page_x;
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u32 texture_page_y;
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@ -412,12 +417,6 @@ protected:
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u8 texture_window_offset_y; // in 8 pixel steps
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bool texture_x_flip;
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bool texture_y_flip;
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// original values
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Reg mode_reg;
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u16 palette_reg; // from vertex
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u32 texture_window_value;
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bool texture_page_changed;
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bool texture_window_changed;
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@ -520,7 +519,6 @@ protected:
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u32 current_scanline;
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float display_aspect_ratio;
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bool in_hblank;
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bool in_vblank;
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} m_crtc_state = {};
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