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.
This commit is contained in:
Lioncash 2020-12-04 14:39:12 -05:00
parent fad38ec6e8
commit 677a8b208d
42 changed files with 219 additions and 206 deletions

View file

@ -87,11 +87,11 @@ inline CommandHeader BuildCommandHeader(BufferMethods method, u32 arg_count, Sub
struct CommandList final {
CommandList() = default;
explicit CommandList(std::size_t size) : command_lists(size) {}
explicit CommandList(std::vector<Tegra::CommandHeader>&& prefetch_command_list)
: prefetch_command_list{std::move(prefetch_command_list)} {}
explicit CommandList(std::vector<CommandHeader>&& prefetch_command_list_)
: prefetch_command_list{std::move(prefetch_command_list_)} {}
std::vector<Tegra::CommandListHeader> command_lists;
std::vector<Tegra::CommandHeader> prefetch_command_list;
std::vector<CommandListHeader> command_lists;
std::vector<CommandHeader> prefetch_command_list;
};
/**
@ -103,7 +103,7 @@ struct CommandList final {
*/
class DmaPusher final {
public:
explicit DmaPusher(Core::System& system, GPU& gpu);
explicit DmaPusher(Core::System& system_, GPU& gpu_);
~DmaPusher();
void Push(CommandList&& entries) {
@ -112,7 +112,7 @@ public:
void DispatchCalls();
void BindSubchannel(Tegra::Engines::EngineInterface* engine, u32 subchannel_id) {
void BindSubchannel(Engines::EngineInterface* engine, u32 subchannel_id) {
subchannels[subchannel_id] = engine;
}
@ -145,7 +145,7 @@ private:
bool ib_enable{true}; ///< IB mode enabled
std::array<Tegra::Engines::EngineInterface*, max_subchannels> subchannels{};
std::array<Engines::EngineInterface*, max_subchannels> subchannels{};
GPU& gpu;
Core::System& system;