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

@ -20,19 +20,25 @@
#include "GPU2D.h"
namespace Melon
{
class GPU;
}
namespace GPU2D
{
class SoftRenderer : public Renderer2D
{
public:
SoftRenderer();
SoftRenderer(Melon::GPU& gpu);
~SoftRenderer() override {}
void DrawScanline(u32 line, Unit* unit) override;
void DrawSprites(u32 line, Unit* unit) override;
void VBlankEnd(Unit* unitA, Unit* unitB) override;
private:
Melon::GPU& GPU;
alignas(8) u32 BGOBJLine[256*3];
u32* _3DLine;