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@ -26,7 +26,7 @@
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#include "multitap.h"
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#include "pad.h"
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#include "pcdrv.h"
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#include "pgxp.h"
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#include "cpu_pgxp.h"
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#include "psf_loader.h"
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#include "save_state_version.h"
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#include "sio.h"
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@ -1561,7 +1561,7 @@ bool System::Initialize(bool force_software_renderer)
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GTE::UpdateAspectRatio();
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if (g_settings.gpu_pgxp_enable)
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PGXP::Initialize();
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CPU::PGXP::Initialize();
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// Was startup cancelled? (e.g. shading compilers took too long and the user closed the application)
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if (IsStartupCancelled())
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@ -1573,7 +1573,7 @@ bool System::Initialize(bool force_software_renderer)
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Host::ReleaseRenderWindow();
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}
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if (g_settings.gpu_pgxp_enable)
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PGXP::Shutdown();
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CPU::PGXP::Shutdown();
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CPU::Shutdown();
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Bus::Shutdown();
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return false;
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@ -1666,7 +1666,7 @@ void System::DestroySystem()
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g_gpu.reset();
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InterruptController::Shutdown();
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DMA::Shutdown();
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PGXP::Shutdown();
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CPU::PGXP::Shutdown();
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CPU::CodeCache::Shutdown();
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Bus::Shutdown();
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CPU::Shutdown();
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@ -2086,7 +2086,7 @@ bool System::DoState(StateWrapper& sw, GPUTexture** host_texture, bool update_di
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// only reset pgxp if we're not runahead-rollbacking. the value checks will save us from broken rendering, and it
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// saves using imprecise values for a frame in 30fps games.
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if (sw.IsReading() && g_settings.gpu_pgxp_enable && !is_memory_state)
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PGXP::Reset();
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CPU::PGXP::Reset();
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if (!sw.DoMarker("Bus") || !Bus::DoState(sw))
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return false;
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@ -2201,7 +2201,7 @@ void System::InternalReset()
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CPU::Reset();
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CPU::CodeCache::Reset();
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if (g_settings.gpu_pgxp_enable)
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PGXP::Initialize();
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CPU::PGXP::Initialize();
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Bus::Reset();
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DMA::Reset();
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@ -3670,10 +3670,10 @@ void System::CheckForSettingsChanges(const Settings& old_settings)
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g_settings.gpu_pgxp_cpu != old_settings.gpu_pgxp_cpu)))
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{
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if (old_settings.gpu_pgxp_enable)
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PGXP::Shutdown();
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CPU::PGXP::Shutdown();
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if (g_settings.gpu_pgxp_enable)
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PGXP::Initialize();
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CPU::PGXP::Initialize();
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CPU::CodeCache::Reset();
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}
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