revert last commit, add CheckInvalidState to VideoBackend
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@ -137,6 +137,8 @@ public:
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// the implementation needs not do synchronization logic, because calls to it are surrounded by PauseAndLock now
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virtual void DoState(PointerWrap &p) = 0;
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virtual void CheckInvalidState() = 0;
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};
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extern std::vector<VideoBackend*> g_available_video_backends;
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@ -176,9 +178,15 @@ class VideoBackendHardware : public VideoBackend
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void PauseAndLock(bool doLock, bool unpauseOnUnlock=true);
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void DoState(PointerWrap &p);
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bool m_invalid;
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public:
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void CheckInvalidState();
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protected:
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void InitializeShared();
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void InvalidState();
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};
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#endif
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@ -37,7 +37,6 @@ using namespace BPFunctions;
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static u32 mapTexAddress;
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static bool mapTexFound;
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static int numWrites;
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static bool s_invalid;
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extern volatile bool g_bSkipCurrentFrame;
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@ -57,7 +56,6 @@ void BPInit()
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mapTexAddress = 0;
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numWrites = 0;
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mapTexFound = false;
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s_invalid = false;
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}
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void RenderToXFB(const BPCmd &bp, const EFBRectangle &rc, float yScale, float xfbLines, u32 xfbAddr, const u32 dstWidth, const u32 dstHeight, float gamma)
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@ -85,7 +83,7 @@ void BPWritten(const BPCmd& bp)
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*/
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// check for invalid state, else unneeded configuration are built
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BPReload();
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g_video_backend->CheckInvalidState();
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// Debugging only, this lets you skip a bp update
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//static int times = 0;
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@ -685,42 +683,32 @@ void BPWritten(const BPCmd& bp)
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// Called when loading a saved state.
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void BPReload()
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{
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if(s_invalid) {
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s_invalid = false;
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// restore anything that goes straight to the renderer.
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// let's not risk actually replaying any writes.
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// note that PixelShaderManager is already covered since it has its own DoState.
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SetGenerationMode();
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SetScissor();
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SetLineWidth();
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SetDepthMode();
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SetLogicOpMode();
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SetDitherMode();
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SetBlendMode();
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SetColorMask();
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OnPixelFormatChange();
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{
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BPCmd bp = {BPMEM_TX_SETMODE0, 0xFFFFFF, static_cast<int>(((u32*)&bpmem)[BPMEM_TX_SETMODE0])};
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SetTextureMode(bp);
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}
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{
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BPCmd bp = {BPMEM_TX_SETMODE0_4, 0xFFFFFF, static_cast<int>(((u32*)&bpmem)[BPMEM_TX_SETMODE0_4])};
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SetTextureMode(bp);
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}
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{
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BPCmd bp = {BPMEM_FIELDMASK, 0xFFFFFF, static_cast<int>(((u32*)&bpmem)[BPMEM_FIELDMASK])};
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SetInterlacingMode(bp);
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}
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{
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BPCmd bp = {BPMEM_FIELDMODE, 0xFFFFFF, static_cast<int>(((u32*)&bpmem)[BPMEM_FIELDMODE])};
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SetInterlacingMode(bp);
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}
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// restore anything that goes straight to the renderer.
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// let's not risk actually replaying any writes.
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// note that PixelShaderManager is already covered since it has its own DoState.
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SetGenerationMode();
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SetScissor();
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SetLineWidth();
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SetDepthMode();
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SetLogicOpMode();
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SetDitherMode();
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SetBlendMode();
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SetColorMask();
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OnPixelFormatChange();
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{
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BPCmd bp = {BPMEM_TX_SETMODE0, 0xFFFFFF, static_cast<int>(((u32*)&bpmem)[BPMEM_TX_SETMODE0])};
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SetTextureMode(bp);
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}
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{
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BPCmd bp = {BPMEM_TX_SETMODE0_4, 0xFFFFFF, static_cast<int>(((u32*)&bpmem)[BPMEM_TX_SETMODE0_4])};
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SetTextureMode(bp);
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}
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{
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BPCmd bp = {BPMEM_FIELDMASK, 0xFFFFFF, static_cast<int>(((u32*)&bpmem)[BPMEM_FIELDMASK])};
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SetInterlacingMode(bp);
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}
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{
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BPCmd bp = {BPMEM_FIELDMODE, 0xFFFFFF, static_cast<int>(((u32*)&bpmem)[BPMEM_FIELDMODE])};
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SetInterlacingMode(bp);
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}
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}
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void BPInvalidate()
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{
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s_invalid = true;
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}
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@ -23,6 +23,5 @@
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void BPInit();
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void LoadBPReg(u32 value0);
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void BPReload();
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void BPInvalidate();
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#endif // _BPSTRUCTS_H_
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@ -180,6 +180,7 @@ void VideoBackendHardware::InitializeShared()
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memset((void*)&s_beginFieldArgs, 0, sizeof(s_beginFieldArgs));
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memset(&s_accessEFBArgs, 0, sizeof(s_accessEFBArgs));
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s_AccessEFBResult = 0;
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m_invalid = false;
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}
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// Run from the CPU thread
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@ -198,16 +199,25 @@ void VideoBackendHardware::DoState(PointerWrap& p)
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// Refresh state.
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if (p.GetMode() == PointerWrap::MODE_READ)
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{
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BPInvalidate();
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m_invalid = true;
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RecomputeCachedArraybases();
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// Clear all caches that touch RAM
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// (? these don't appear to touch any emulation state that gets saved. moved to on load only.)
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TextureCache::InvalidateHashes();
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VertexLoaderManager::MarkAllDirty();
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}
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}
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void VideoBackendHardware::CheckInvalidState() {
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if (m_invalid)
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{
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m_invalid = false;
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BPReload();
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TextureCache::Invalidate();
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}
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}
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void VideoBackendHardware::PauseAndLock(bool doLock, bool unpauseOnUnlock)
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{
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Fifo_PauseAndLock(doLock, unpauseOnUnlock);
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@ -72,18 +72,6 @@ void TextureCache::Invalidate()
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textures.clear();
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}
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// this function is dirty hack to work around a OGL bug.
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// it is only used on loading states. It will work for normal textures,
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// but for efb2ram, it wouldn't be checked. So there may be glitches on loading
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void TextureCache::InvalidateHashes()
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{
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TexCache::iterator
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iter = textures.begin(),
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tcend = textures.end();
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for (; iter != tcend; ++iter)
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iter->second->hash = TEXHASH_INVALID;
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}
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TextureCache::~TextureCache()
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{
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Invalidate();
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@ -106,7 +106,6 @@ public:
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static void Cleanup();
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static void Invalidate();
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static void InvalidateHashes();
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static void InvalidateRange(u32 start_address, u32 size);
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static void MakeRangeDynamic(u32 start_address, u32 size);
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static void ClearRenderTargets(); // currently only used by OGL
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@ -161,7 +161,7 @@ void VertexManager::AddVertices(int primitive, int numVertices)
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void VertexManager::Flush()
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{
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// loading a state will invalidate BP, so check for it
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BPReload();
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g_video_backend->CheckInvalidState();
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g_vertex_manager->vFlush();
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}
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@ -95,6 +95,11 @@ void VideoSoftware::DoState(PointerWrap&)
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// NYI
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}
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void VideoSoftware::CheckInvalidState()
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{
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// there is no state to invalidate
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}
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void VideoSoftware::PauseAndLock(bool doLock, bool unpauseOnUnlock)
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{
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if (doLock)
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@ -50,6 +50,9 @@ class VideoSoftware : public VideoBackend
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void PauseAndLock(bool doLock, bool unpauseOnUnlock=true);
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void DoState(PointerWrap &p);
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public:
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void CheckInvalidState();
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};
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}
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