video_core: Resolve more variable shadowing scenarios
Resolves variable shadowing scenarios up to the end of the OpenGL code to make it nicer to review. The rest will be resolved in a following commit.
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677a8b208d
42 changed files with 219 additions and 206 deletions
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@ -87,11 +87,11 @@ inline CommandHeader BuildCommandHeader(BufferMethods method, u32 arg_count, Sub
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struct CommandList final {
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CommandList() = default;
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explicit CommandList(std::size_t size) : command_lists(size) {}
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explicit CommandList(std::vector<Tegra::CommandHeader>&& prefetch_command_list)
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: prefetch_command_list{std::move(prefetch_command_list)} {}
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explicit CommandList(std::vector<CommandHeader>&& prefetch_command_list_)
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: prefetch_command_list{std::move(prefetch_command_list_)} {}
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std::vector<Tegra::CommandListHeader> command_lists;
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std::vector<Tegra::CommandHeader> prefetch_command_list;
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std::vector<CommandListHeader> command_lists;
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std::vector<CommandHeader> prefetch_command_list;
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};
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/**
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@ -103,7 +103,7 @@ struct CommandList final {
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*/
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class DmaPusher final {
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public:
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explicit DmaPusher(Core::System& system, GPU& gpu);
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explicit DmaPusher(Core::System& system_, GPU& gpu_);
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~DmaPusher();
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void Push(CommandList&& entries) {
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@ -112,7 +112,7 @@ public:
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void DispatchCalls();
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void BindSubchannel(Tegra::Engines::EngineInterface* engine, u32 subchannel_id) {
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void BindSubchannel(Engines::EngineInterface* engine, u32 subchannel_id) {
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subchannels[subchannel_id] = engine;
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}
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@ -145,7 +145,7 @@ private:
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bool ib_enable{true}; ///< IB mode enabled
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std::array<Tegra::Engines::EngineInterface*, max_subchannels> subchannels{};
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std::array<Engines::EngineInterface*, max_subchannels> subchannels{};
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GPU& gpu;
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Core::System& system;
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