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author | ReinUsesLisp <reinuseslisp@airmail.cc> | 2020-06-11 21:24:45 -0300 |
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committer | ReinUsesLisp <reinuseslisp@airmail.cc> | 2020-09-06 05:28:48 -0300 |
commit | 9e871937250cb92a13336c6c06186c41f19e1738 (patch) | |
tree | 5151b85f8c4c26e7a5971b32584723f9910ea67b /src/yuzu/bootmanager.cpp | |
parent | 045f50bc7fa945f9d2bd992c252591a5c6f7e0df (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/yuzu/bootmanager.cpp')
-rw-r--r-- | src/yuzu/bootmanager.cpp | 4 |
1 files changed, 3 insertions, 1 deletions
diff --git a/src/yuzu/bootmanager.cpp b/src/yuzu/bootmanager.cpp index 21707e451..caa2d06d3 100644 --- a/src/yuzu/bootmanager.cpp +++ b/src/yuzu/bootmanager.cpp @@ -30,6 +30,7 @@ #include "common/scope_exit.h" #include "core/core.h" #include "core/frontend/framebuffer_layout.h" +#include "core/hle/kernel/process.h" #include "core/settings.h" #include "input_common/keyboard.h" #include "input_common/main.h" @@ -63,7 +64,8 @@ void EmuThread::run() { emit LoadProgress(VideoCore::LoadCallbackStage::Prepare, 0, 0); system.Renderer().Rasterizer().LoadDiskResources( - stop_run, [this](VideoCore::LoadCallbackStage stage, std::size_t value, std::size_t total) { + system.CurrentProcess()->GetTitleID(), stop_run, + [this](VideoCore::LoadCallbackStage stage, std::size_t value, std::size_t total) { emit LoadProgress(stage, value, total); }); |