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.
This commit is contained in:
ReinUsesLisp
2020-06-11 21:24:45 -03:00
parent 045f50bc7f
commit 9e87193725
53 changed files with 573 additions and 633 deletions

View File

@ -21,14 +21,17 @@ namespace {
std::unique_ptr<VideoCore::RendererBase> CreateRenderer(
Core::System& system, Core::Frontend::EmuWindow& emu_window, Tegra::GPU& gpu,
std::unique_ptr<Core::Frontend::GraphicsContext> context) {
auto& telemetry_session = system.TelemetrySession();
auto& cpu_memory = system.Memory();
switch (Settings::values.renderer_backend.GetValue()) {
case Settings::RendererBackend::OpenGL:
return std::make_unique<OpenGL::RendererOpenGL>(system, emu_window, gpu,
std::move(context));
return std::make_unique<OpenGL::RendererOpenGL>(telemetry_session, emu_window, cpu_memory,
gpu, std::move(context));
#ifdef HAS_VULKAN
case Settings::RendererBackend::Vulkan:
return std::make_unique<Vulkan::RendererVulkan>(system, emu_window, gpu,
std::move(context));
return std::make_unique<Vulkan::RendererVulkan>(telemetry_session, emu_window, cpu_memory,
gpu, std::move(context));
#endif
default:
return nullptr;