Refactor the GPU to be object-oriented (#1873)

* Refactor GPU3D to be an object

- Who has two thumbs and is the sworn enemy of global state? This guy!

* Refactor GPU itself to be an object

- Wow, it's used in a lot of places
- Also introduce a new `Melon` namespace for a few classes
- I expect other classes will be moved into `Melon` over time

* Change signature of Renderer3D::SetRenderSettings

- Make it noexcept, and its argument const

* Remove some stray whitespace
This commit is contained in:
Jesse Talavera-Greenberg
2023-11-09 15:54:51 -05:00
committed by GitHub
parent 88072a02c5
commit 4558be0d8e
25 changed files with 1513 additions and 1490 deletions

View File

@ -42,13 +42,18 @@ enum
const u32 ITCMPhysicalSize = 0x8000;
const u32 DTCMPhysicalSize = 0x4000;
namespace Melon
{
class GPU;
}
class ARM
#ifdef GDBSTUB_ENABLED
: public Gdb::StubCallbacks
#endif
{
public:
ARM(u32 num);
ARM(u32 num, Melon::GPU& gpu);
virtual ~ARM(); // destroy shit
virtual void Reset();
@ -209,12 +214,14 @@ protected:
void GdbCheckA();
void GdbCheckB();
void GdbCheckC();
private:
Melon::GPU& GPU;
};
class ARMv5 : public ARM
{
public:
ARMv5();
ARMv5(Melon::GPU& gpu);
~ARMv5();
void Reset() override;
@ -358,7 +365,7 @@ public:
class ARMv4 : public ARM
{
public:
ARMv4();
ARMv4(Melon::GPU& gpu);
void Reset() override;