Savestate: Reset video frame tracking and ME busy time on load

Neither is serialized, and both went stale on load. The ME busy time was
measured against the pre-load clock, so loading an earlier state made the
next SAS/codec job wait until the old time came around, freezing the game.

Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
This commit is contained in:
Henrik RydgårdandClaude Opus 5.5 committed 2026-09-28 09:36:48 -06:00
1 parent 8d62ae04dd
commit 40a70b004c
2 files changed
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@@ -112,6 +112,7 @@ void GPUCommon::Reinitialize() {
drawCompleteTicks = 0;
busyTicks = 0;
interruptsEnabled_ = true;
videos_.clear();
if (textureCache_)
textureCache_->Clear(true);
@@ -1722,6 +1723,8 @@ void GPUCommon::DoState(PointerWrap &p) {
p.SetError(p.ERROR_FAILURE);
return;
}
// Video frames aren't saved, and the ones before the load are no longer in memory.
videos_.clear();
}
// List 0 looks the same as no list here, but no list means an empty queue.
if (currentID == 0 && (dlQueue.empty() || dlQueue.front() != 0)) {