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. |
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| .. | ||
| buffer_cache | ||
| engines | ||
| host_shaders | ||
| macro | ||
| renderer_opengl | ||
| renderer_vulkan | ||
| shader | ||
| texture_cache | ||
| textures | ||
| CMakeLists.txt | ||
| compatible_formats.cpp | ||
| compatible_formats.h | ||
| dirty_flags.cpp | ||
| dirty_flags.h | ||
| dma_pusher.cpp | ||
| dma_pusher.h | ||
| fence_manager.h | ||
| gpu.cpp | ||
| gpu.h | ||
| gpu_asynch.cpp | ||
| gpu_asynch.h | ||
| gpu_synch.cpp | ||
| gpu_synch.h | ||
| gpu_thread.cpp | ||
| gpu_thread.h | ||
| guest_driver.cpp | ||
| guest_driver.h | ||
| memory_manager.cpp | ||
| memory_manager.h | ||
| morton.cpp | ||
| morton.h | ||
| query_cache.h | ||
| rasterizer_accelerated.cpp | ||
| rasterizer_accelerated.h | ||
| rasterizer_interface.h | ||
| renderer_base.cpp | ||
| renderer_base.h | ||
| sampler_cache.cpp | ||
| sampler_cache.h | ||
| shader_cache.h | ||
| shader_notify.cpp | ||
| shader_notify.h | ||
| surface.cpp | ||
| surface.h | ||
| video_core.cpp | ||
| video_core.h | ||