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.
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@@ -68,10 +68,11 @@ void QueryPool::Reserve(std::pair<VkQueryPool, u32> query) {
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usage[pool_index * GROW_STEP + static_cast<std::ptrdiff_t>(query.second)] = false;
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}
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VKQueryCache::VKQueryCache(Core::System& system, VideoCore::RasterizerInterface& rasterizer,
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VKQueryCache::VKQueryCache(VideoCore::RasterizerInterface& rasterizer,
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Tegra::Engines::Maxwell3D& maxwell3d, Tegra::MemoryManager& gpu_memory,
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const VKDevice& device, VKScheduler& scheduler)
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: VideoCommon::QueryCacheBase<VKQueryCache, CachedQuery, CounterStream, HostCounter,
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QueryPool>{system, rasterizer},
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QueryPool>{rasterizer, maxwell3d, gpu_memory},
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device{device}, scheduler{scheduler} {
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for (std::size_t i = 0; i < static_cast<std::size_t>(VideoCore::NumQueryTypes); ++i) {
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query_pools[i].Initialize(device, static_cast<VideoCore::QueryType>(i));
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