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6d0551196d
Like with CPU emulation, we generally don't want to fire off the threads immediately after the relevant classes are initialized, we want to do this after all necessary data is done loading first. This splits the thread creation into its own interface member function to allow controlling when these threads in particular get created.
39 lines
1.1 KiB
C++
39 lines
1.1 KiB
C++
// Copyright 2019 yuzu Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include "video_core/gpu_synch.h"
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#include "video_core/renderer_base.h"
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namespace VideoCommon {
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GPUSynch::GPUSynch(Core::System& system, VideoCore::RendererBase& renderer)
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: GPU(system, renderer) {}
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GPUSynch::~GPUSynch() = default;
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void GPUSynch::Start() {}
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void GPUSynch::PushGPUEntries(Tegra::CommandList&& entries) {
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dma_pusher->Push(std::move(entries));
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dma_pusher->DispatchCalls();
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}
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void GPUSynch::SwapBuffers(
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std::optional<std::reference_wrapper<const Tegra::FramebufferConfig>> framebuffer) {
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renderer.SwapBuffers(std::move(framebuffer));
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}
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void GPUSynch::FlushRegion(CacheAddr addr, u64 size) {
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renderer.Rasterizer().FlushRegion(addr, size);
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}
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void GPUSynch::InvalidateRegion(CacheAddr addr, u64 size) {
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renderer.Rasterizer().InvalidateRegion(addr, size);
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}
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void GPUSynch::FlushAndInvalidateRegion(CacheAddr addr, u64 size) {
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renderer.Rasterizer().FlushAndInvalidateRegion(addr, size);
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}
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} // namespace VideoCommon
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