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authorReinUsesLisp <reinuseslisp@airmail.cc>2020-06-11 21:24:45 -0300
committerReinUsesLisp <reinuseslisp@airmail.cc>2020-09-06 05:28:48 -0300
commit9e871937250cb92a13336c6c06186c41f19e1738 (patch)
tree5151b85f8c4c26e7a5971b32584723f9910ea67b /src/video_core/gpu.h
parent045f50bc7fa945f9d2bd992c252591a5c6f7e0df (diff)
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.
Diffstat (limited to 'src/video_core/gpu.h')
-rw-r--r--src/video_core/gpu.h3
1 files changed, 1 insertions, 2 deletions
diff --git a/src/video_core/gpu.h b/src/video_core/gpu.h
index c7d11deb2..2d15d1c6f 100644
--- a/src/video_core/gpu.h
+++ b/src/video_core/gpu.h
@@ -347,12 +347,11 @@ private:
protected:
Core::System& system;
+ std::unique_ptr<Tegra::MemoryManager> memory_manager;
std::unique_ptr<Tegra::DmaPusher> dma_pusher;
std::unique_ptr<VideoCore::RendererBase> renderer;
private:
- std::unique_ptr<Tegra::MemoryManager> memory_manager;
-
/// Mapping of command subchannels to their bound engine ids
std::array<EngineID, 8> bound_engines = {};
/// 3D engine