renderer_base: Make Rasterizer() return the rasterizer by reference

All calling code assumes that the rasterizer will be in a valid state,
which is a totally fine assumption. The only way the rasterizer wouldn't
be is if initialization is done incorrectly or fails, which is checked
against in System::Init().
This commit is contained in:
Lioncash 2018-08-03 13:56:33 -04:00
parent 6030c5ce41
commit 2665457f4a
5 changed files with 15 additions and 11 deletions

View File

@ -187,7 +187,7 @@ System::ResultStatus System::Init(EmuWindow& emu_window) {
return ResultStatus::ErrorVideoCore;
}
gpu_core = std::make_unique<Tegra::GPU>(*renderer->Rasterizer());
gpu_core = std::make_unique<Tegra::GPU>(renderer->Rasterizer());
// Create threads for CPU cores 1-3, and build thread_to_cpu map
// CPU core 0 is run on the main thread

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@ -156,8 +156,8 @@ u32 nvhost_as_gpu::UnmapBuffer(const std::vector<u8>& input, std::vector<u8>& ou
auto& system_instance = Core::System::GetInstance();
// Remove this memory region from the rasterizer cache.
system_instance.Renderer().Rasterizer()->FlushAndInvalidateRegion(params.offset,
itr->second.size);
system_instance.Renderer().Rasterizer().FlushAndInvalidateRegion(params.offset,
itr->second.size);
auto& gpu = system_instance.GPU();
params.offset = gpu.memory_manager->UnmapBuffer(params.offset, itr->second.size);

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@ -355,16 +355,16 @@ void RasterizerFlushVirtualRegion(VAddr start, u64 size, FlushMode mode) {
const u64 overlap_size = overlap_end - overlap_start;
for (const auto& gpu_address : gpu_addresses) {
auto* rasterizer = system_instance.Renderer().Rasterizer();
auto& rasterizer = system_instance.Renderer().Rasterizer();
switch (mode) {
case FlushMode::Flush:
rasterizer->FlushRegion(gpu_address, overlap_size);
rasterizer.FlushRegion(gpu_address, overlap_size);
break;
case FlushMode::Invalidate:
rasterizer->InvalidateRegion(gpu_address, overlap_size);
rasterizer.InvalidateRegion(gpu_address, overlap_size);
break;
case FlushMode::FlushAndInvalidate:
rasterizer->FlushAndInvalidateRegion(gpu_address, overlap_size);
rasterizer.FlushAndInvalidateRegion(gpu_address, overlap_size);
break;
}
}

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@ -46,8 +46,12 @@ public:
return m_current_frame;
}
RasterizerInterface* Rasterizer() const {
return rasterizer.get();
RasterizerInterface& Rasterizer() {
return *rasterizer;
}
const RasterizerInterface& Rasterizer() const {
return *rasterizer;
}
void RefreshRasterizerSetting();

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@ -160,8 +160,8 @@ void RendererOpenGL::LoadFBToScreenInfo(const Tegra::FramebufferConfig& framebuf
// only allows rows to have a memory alignement of 4.
ASSERT(framebuffer.stride % 4 == 0);
if (!Rasterizer()->AccelerateDisplay(framebuffer, framebuffer_addr, framebuffer.stride,
screen_info)) {
if (!rasterizer->AccelerateDisplay(framebuffer, framebuffer_addr, framebuffer.stride,
screen_info)) {
// Reset the screen info's display texture to its own permanent texture
screen_info.display_texture = screen_info.texture.resource.handle;