core/memory: Introduce skeleton of Memory class
Currently, the main memory management code is one of the remaining places where we have global state. The next series of changes will aim to rectify this. This change simply introduces the main skeleton of the class that will contain all the necessary state.
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4 changed files with 56 additions and 3 deletions
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@ -39,6 +39,7 @@
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#include "core/hle/service/service.h"
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#include "core/hle/service/sm/sm.h"
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#include "core/loader/loader.h"
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#include "core/memory.h"
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#include "core/memory/cheat_engine.h"
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#include "core/perf_stats.h"
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#include "core/reporter.h"
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@ -112,8 +113,8 @@ FileSys::VirtualFile GetGameFileFromPath(const FileSys::VirtualFilesystem& vfs,
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}
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struct System::Impl {
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explicit Impl(System& system)
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: kernel{system}, fs_controller{system}, cpu_core_manager{system}, reporter{system},
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applet_manager{system} {}
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: kernel{system}, fs_controller{system}, memory{system},
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cpu_core_manager{system}, reporter{system}, applet_manager{system} {}
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Cpu& CurrentCpuCore() {
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return cpu_core_manager.GetCurrentCore();
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@ -341,7 +342,8 @@ struct System::Impl {
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std::unique_ptr<VideoCore::RendererBase> renderer;
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std::unique_ptr<Tegra::GPU> gpu_core;
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std::shared_ptr<Tegra::DebugContext> debug_context;
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std::unique_ptr<Core::Hardware::InterruptManager> interrupt_manager;
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std::unique_ptr<Hardware::InterruptManager> interrupt_manager;
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Memory::Memory memory;
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CpuCoreManager cpu_core_manager;
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bool is_powered_on = false;
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bool exit_lock = false;
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@ -498,6 +500,14 @@ const ExclusiveMonitor& System::Monitor() const {
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return impl->cpu_core_manager.GetExclusiveMonitor();
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}
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Memory::Memory& System::Memory() {
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return impl->memory;
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}
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const Memory::Memory& System::Memory() const {
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return impl->memory;
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}
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Tegra::GPU& System::GPU() {
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return *impl->gpu_core;
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}
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