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

@ -74,8 +74,6 @@ public:
}
void WaitPendingFences() {
auto& gpu{system.GPU()};
auto& memory_manager{gpu.MemoryManager()};
while (!fences.empty()) {
TFence& current_fence = fences.front();
if (ShouldWait()) {
@ -83,8 +81,8 @@ public:
}
PopAsyncFlushes();
if (current_fence->IsSemaphore()) {
memory_manager.template Write<u32>(current_fence->GetAddress(),
current_fence->GetPayload());
gpu_memory.template Write<u32>(current_fence->GetAddress(),
current_fence->GetPayload());
} else {
gpu.IncrementSyncPoint(current_fence->GetPayload());
}
@ -93,13 +91,13 @@ public:
}
protected:
FenceManager(Core::System& system, VideoCore::RasterizerInterface& rasterizer,
TTextureCache& texture_cache, TTBufferCache& buffer_cache,
TQueryCache& query_cache)
: system{system}, rasterizer{rasterizer}, texture_cache{texture_cache},
buffer_cache{buffer_cache}, query_cache{query_cache} {}
explicit FenceManager(VideoCore::RasterizerInterface& rasterizer_, Tegra::GPU& gpu_,
TTextureCache& texture_cache_, TTBufferCache& buffer_cache_,
TQueryCache& query_cache_)
: rasterizer{rasterizer_}, gpu{gpu_}, gpu_memory{gpu.MemoryManager()},
texture_cache{texture_cache_}, buffer_cache{buffer_cache_}, query_cache{query_cache_} {}
virtual ~FenceManager() {}
virtual ~FenceManager() = default;
/// Creates a Sync Point Fence Interface, does not create a backend fence if 'is_stubbed' is
/// true
@ -113,16 +111,15 @@ protected:
/// Waits until a fence has been signalled by the host GPU.
virtual void WaitFence(TFence& fence) = 0;
Core::System& system;
VideoCore::RasterizerInterface& rasterizer;
Tegra::GPU& gpu;
Tegra::MemoryManager& gpu_memory;
TTextureCache& texture_cache;
TTBufferCache& buffer_cache;
TQueryCache& query_cache;
private:
void TryReleasePendingFences() {
auto& gpu{system.GPU()};
auto& memory_manager{gpu.MemoryManager()};
while (!fences.empty()) {
TFence& current_fence = fences.front();
if (ShouldWait() && !IsFenceSignaled(current_fence)) {
@ -130,8 +127,8 @@ private:
}
PopAsyncFlushes();
if (current_fence->IsSemaphore()) {
memory_manager.template Write<u32>(current_fence->GetAddress(),
current_fence->GetPayload());
gpu_memory.template Write<u32>(current_fence->GetAddress(),
current_fence->GetPayload());
} else {
gpu.IncrementSyncPoint(current_fence->GetPayload());
}