diff options
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_cmd/yuzu.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_cmd/yuzu.cpp')
-rw-r--r-- | src/yuzu_cmd/yuzu.cpp | 5 |
1 files changed, 4 insertions, 1 deletions
diff --git a/src/yuzu_cmd/yuzu.cpp b/src/yuzu_cmd/yuzu.cpp index 4f00c804d..e960b5413 100644 --- a/src/yuzu_cmd/yuzu.cpp +++ b/src/yuzu_cmd/yuzu.cpp @@ -26,6 +26,7 @@ #include "core/file_sys/registered_cache.h" #include "core/file_sys/vfs_real.h" #include "core/gdbstub/gdbstub.h" +#include "core/hle/kernel/process.h" #include "core/hle/service/filesystem/filesystem.h" #include "core/loader/loader.h" #include "core/settings.h" @@ -235,7 +236,9 @@ int main(int argc, char** argv) { // Core is loaded, start the GPU (makes the GPU contexts current to this thread) system.GPU().Start(); - system.Renderer().Rasterizer().LoadDiskResources(); + system.Renderer().Rasterizer().LoadDiskResources( + system.CurrentProcess()->GetTitleID(), false, + [](VideoCore::LoadCallbackStage, size_t value, size_t total) {}); std::thread render_thread([&emu_window] { emu_window->Present(); }); system.Run(); |