mirror of
https://github.com/yuzu-emu/yuzu-android.git
synced 2025-06-25 20:27:55 -05:00
video_core: Eliminate the g_renderer global variable
We move the initialization of the renderer to the core class, while keeping the creation of it and any other specifics in video_core. This way we can ensure that the renderer is initialized and doesn't give unfettered access to the renderer. This also makes dependencies on types more explicit. For example, the GPU class doesn't need to depend on the existence of a renderer, it only needs to care about whether or not it has a rasterizer, but since it was accessing the global variable, it was also making the renderer a part of its dependency chain. By adjusting the interface, we can get rid of this dependency.
This commit is contained in:
@ -30,9 +30,9 @@ void nvdisp_disp0::flip(u32 buffer_handle, u32 offset, u32 format, u32 width, u3
|
||||
addr, offset, width, height, stride, static_cast<PixelFormat>(format),
|
||||
transform, crop_rect};
|
||||
|
||||
Core::System::GetInstance().perf_stats.EndGameFrame();
|
||||
|
||||
VideoCore::g_renderer->SwapBuffers(framebuffer);
|
||||
auto& instance = Core::System::GetInstance();
|
||||
instance.perf_stats.EndGameFrame();
|
||||
instance.Renderer().SwapBuffers(framebuffer);
|
||||
}
|
||||
|
||||
} // namespace Service::Nvidia::Devices
|
||||
|
@ -150,15 +150,16 @@ u32 nvhost_as_gpu::UnmapBuffer(const std::vector<u8>& input, std::vector<u8>& ou
|
||||
|
||||
LOG_DEBUG(Service_NVDRV, "called, offset=0x{:X}", params.offset);
|
||||
|
||||
auto& gpu = Core::System::GetInstance().GPU();
|
||||
|
||||
auto itr = buffer_mappings.find(params.offset);
|
||||
|
||||
const auto itr = buffer_mappings.find(params.offset);
|
||||
ASSERT_MSG(itr != buffer_mappings.end(), "Tried to unmap invalid mapping");
|
||||
|
||||
// Remove this memory region from the rasterizer cache.
|
||||
VideoCore::g_renderer->Rasterizer()->FlushAndInvalidateRegion(params.offset, itr->second.size);
|
||||
auto& system_instance = Core::System::GetInstance();
|
||||
|
||||
// Remove this memory region from the rasterizer cache.
|
||||
system_instance.Renderer().Rasterizer()->FlushAndInvalidateRegion(params.offset,
|
||||
itr->second.size);
|
||||
|
||||
auto& gpu = system_instance.GPU();
|
||||
params.offset = gpu.memory_manager->UnmapBuffer(params.offset, itr->second.size);
|
||||
|
||||
buffer_mappings.erase(itr->second.offset);
|
||||
|
@ -127,9 +127,11 @@ void NVFlinger::Compose() {
|
||||
MicroProfileFlip();
|
||||
|
||||
if (buffer == boost::none) {
|
||||
auto& system_instance = Core::System::GetInstance();
|
||||
|
||||
// There was no queued buffer to draw, render previous frame
|
||||
Core::System::GetInstance().perf_stats.EndGameFrame();
|
||||
VideoCore::g_renderer->SwapBuffers({});
|
||||
system_instance.perf_stats.EndGameFrame();
|
||||
system_instance.Renderer().SwapBuffers({});
|
||||
continue;
|
||||
}
|
||||
|
||||
|
Reference in New Issue
Block a user