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authorGravatar ReinUsesLisp2020-06-11 21:24:45 -0300
committerGravatar ReinUsesLisp2020-09-06 05:28:48 -0300
commit9e871937250cb92a13336c6c06186c41f19e1738 (patch)
tree5151b85f8c4c26e7a5971b32584723f9910ea67b /src/yuzu_cmd/yuzu.cpp
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/yuzu_cmd/yuzu.cpp')
-rw-r--r--src/yuzu_cmd/yuzu.cpp5
1 files changed, 4 insertions, 1 deletions
diff --git a/src/yuzu_cmd/yuzu.cpp b/src/yuzu_cmd/yuzu.cpp
index 4f00c804d..e960b5413 100644
--- a/src/yuzu_cmd/yuzu.cpp
+++ b/src/yuzu_cmd/yuzu.cpp
@@ -26,6 +26,7 @@
26#include "core/file_sys/registered_cache.h" 26#include "core/file_sys/registered_cache.h"
27#include "core/file_sys/vfs_real.h" 27#include "core/file_sys/vfs_real.h"
28#include "core/gdbstub/gdbstub.h" 28#include "core/gdbstub/gdbstub.h"
29#include "core/hle/kernel/process.h"
29#include "core/hle/service/filesystem/filesystem.h" 30#include "core/hle/service/filesystem/filesystem.h"
30#include "core/loader/loader.h" 31#include "core/loader/loader.h"
31#include "core/settings.h" 32#include "core/settings.h"
@@ -235,7 +236,9 @@ int main(int argc, char** argv) {
235 // Core is loaded, start the GPU (makes the GPU contexts current to this thread) 236 // Core is loaded, start the GPU (makes the GPU contexts current to this thread)
236 system.GPU().Start(); 237 system.GPU().Start();
237 238
238 system.Renderer().Rasterizer().LoadDiskResources(); 239 system.Renderer().Rasterizer().LoadDiskResources(
240 system.CurrentProcess()->GetTitleID(), false,
241 [](VideoCore::LoadCallbackStage, size_t value, size_t total) {});
239 242
240 std::thread render_thread([&emu_window] { emu_window->Present(); }); 243 std::thread render_thread([&emu_window] { emu_window->Present(); });
241 system.Run(); 244 system.Run();