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

@ -22,13 +22,20 @@
#include "types.h"
#include "Savestate.h"
namespace Melon
{
class GPU;
}
namespace GPU2D
{
class Unit
{
public:
Unit(u32 num);
// take a reference to the GPU so we can access its state
// and ensure that it's not null
Unit(u32 num, Melon::GPU& gpu);
Unit(const Unit&) = delete;
Unit& operator=(const Unit&) = delete;
@ -116,6 +123,8 @@ public:
u32 CaptureCnt;
u16 MasterBrightness;
private:
Melon::GPU& GPU;
};
class Renderer2D