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authorGravatar ReinUsesLisp2020-06-11 21:24:45 -0300
committerGravatar ReinUsesLisp2020-09-06 05:28:48 -0300
commit9e871937250cb92a13336c6c06186c41f19e1738 (patch)
tree5151b85f8c4c26e7a5971b32584723f9910ea67b /src/video_core/gpu.h
parentMerge pull request #4596 from FearlessTobi/port-5495 (diff)
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video_core: Remove all Core::System references in renderer
Now that the GPU is initialized when video backends are initialized, it's no longer needed to query components once the game is running: it can be done when yuzu is booting. This allows us to pass components between constructors and in the process remove all Core::System references in the video backend.
Diffstat (limited to 'src/video_core/gpu.h')
-rw-r--r--src/video_core/gpu.h3
1 files changed, 1 insertions, 2 deletions
diff --git a/src/video_core/gpu.h b/src/video_core/gpu.h
index c7d11deb2..2d15d1c6f 100644
--- a/src/video_core/gpu.h
+++ b/src/video_core/gpu.h
@@ -347,12 +347,11 @@ private:
347 347
348protected: 348protected:
349 Core::System& system; 349 Core::System& system;
350 std::unique_ptr<Tegra::MemoryManager> memory_manager;
350 std::unique_ptr<Tegra::DmaPusher> dma_pusher; 351 std::unique_ptr<Tegra::DmaPusher> dma_pusher;
351 std::unique_ptr<VideoCore::RendererBase> renderer; 352 std::unique_ptr<VideoCore::RendererBase> renderer;
352 353
353private: 354private:
354 std::unique_ptr<Tegra::MemoryManager> memory_manager;
355
356 /// Mapping of command subchannels to their bound engine ids 355 /// Mapping of command subchannels to their bound engine ids
357 std::array<EngineID, 8> bound_engines = {}; 356 std::array<EngineID, 8> bound_engines = {};
358 /// 3D engine 357 /// 3D engine