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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| .. | ||
| gl_arb_decompiler.cpp | ||
| gl_arb_decompiler.h | ||
| gl_buffer_cache.cpp | ||
| gl_buffer_cache.h | ||
| gl_device.cpp | ||
| gl_device.h | ||
| gl_fence_manager.cpp | ||
| gl_fence_manager.h | ||
| gl_framebuffer_cache.cpp | ||
| gl_framebuffer_cache.h | ||
| gl_query_cache.cpp | ||
| gl_query_cache.h | ||
| gl_rasterizer.cpp | ||
| gl_rasterizer.h | ||
| gl_resource_manager.cpp | ||
| gl_resource_manager.h | ||
| gl_sampler_cache.cpp | ||
| gl_sampler_cache.h | ||
| gl_shader_cache.cpp | ||
| gl_shader_cache.h | ||
| gl_shader_decompiler.cpp | ||
| gl_shader_decompiler.h | ||
| gl_shader_disk_cache.cpp | ||
| gl_shader_disk_cache.h | ||
| gl_shader_manager.cpp | ||
| gl_shader_manager.h | ||
| gl_shader_util.cpp | ||
| gl_shader_util.h | ||
| gl_state_tracker.cpp | ||
| gl_state_tracker.h | ||
| gl_stream_buffer.cpp | ||
| gl_stream_buffer.h | ||
| gl_texture_cache.cpp | ||
| gl_texture_cache.h | ||
| maxwell_to_gl.h | ||
| renderer_opengl.cpp | ||
| renderer_opengl.h | ||
| utils.cpp | ||
| utils.h | ||