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authorReinUsesLisp <reinuseslisp@airmail.cc>2020-06-11 21:24:45 -0300
committerReinUsesLisp <reinuseslisp@airmail.cc>2020-09-06 05:28:48 -0300
commit9e871937250cb92a13336c6c06186c41f19e1738 (patch)
tree5151b85f8c4c26e7a5971b32584723f9910ea67b /src/video_core/shader/memory_util.h
parent045f50bc7fa945f9d2bd992c252591a5c6f7e0df (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/video_core/shader/memory_util.h')
-rw-r--r--src/video_core/shader/memory_util.h6
1 files changed, 1 insertions, 5 deletions
diff --git a/src/video_core/shader/memory_util.h b/src/video_core/shader/memory_util.h
index be90d24fd..4624d38e6 100644
--- a/src/video_core/shader/memory_util.h
+++ b/src/video_core/shader/memory_util.h
@@ -11,10 +11,6 @@
#include "video_core/engines/maxwell_3d.h"
#include "video_core/engines/shader_type.h"
-namespace Core {
-class System;
-}
-
namespace Tegra {
class MemoryManager;
}
@@ -27,7 +23,7 @@ constexpr u32 STAGE_MAIN_OFFSET = 10;
constexpr u32 KERNEL_MAIN_OFFSET = 0;
/// Gets the address for the specified shader stage program
-GPUVAddr GetShaderAddress(Core::System& system,
+GPUVAddr GetShaderAddress(Tegra::Engines::Maxwell3D& maxwell3d,
Tegra::Engines::Maxwell3D::Regs::ShaderProgram program);
/// Gets if the current instruction offset is a scheduler instruction