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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
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@ -19,6 +19,7 @@
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#ifndef NDS_H
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#define NDS_H
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#include <memory>
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#include <string>
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#include <memory>
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#include <functional>
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@ -40,6 +41,11 @@ class Wifi;
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class AREngine;
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namespace Melon
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{
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class GPU;
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}
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namespace NDS
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{
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@ -262,6 +268,7 @@ extern class RTC* RTC;
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extern class Wifi* Wifi;
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extern std::unique_ptr<NDSCart::NDSCartSlot> NDSCartSlot;
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extern std::unique_ptr<GBACart::GBACartSlot> GBACartSlot;
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extern std::unique_ptr<Melon::GPU> GPU;
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extern class AREngine* AREngine;
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const u32 ARM7WRAMSize = 0x10000;
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