Refactor NDS and DSi to be objects (#1893)

* First crack at refactoring NDS and DSi into objects

- Remove all global/`static` variables in `NDS` and related classes
- Rely more on virtual dispatch when we need to pick methods at runtime
- Pass `NDS&` or `DSi&` to its constituent components where necessary
- Introduce some headers or move some definitions to break `#include` cycles

* Refactor the frontend to accommodate the core's changes

* Move up `SchedList`'s declaration

- Move it to before the components are initialized so the `map`s inside are initialized
- Fields in C++ are initialized in the order they're declared

* Fix a crash when allocating memory

* Fix JIT-free builds

* Fix GDB-free builds

* Fix Linux builds

- Explicitly qualify some member types in NDS, since they share the same name as their classes

* Remove an unnecessary template argument

- This was causing the build to fail on macOS

* Fix ARM and Android builds

* Rename `Constants.h` to `MemConstants.h`

* Add `NDS::IsRunning()`

* Use an `#include` guard instead of `#pragma once`
This commit is contained in:
Jesse Talavera-Greenberg
2023-11-28 17:16:41 -05:00
committed by GitHub
parent c84cb17462
commit e973236203
73 changed files with 3537 additions and 3176 deletions

View File

@ -21,17 +21,16 @@
#include <array>
#include "types.h"
#include "Savestate.h"
#include "DMA_Timings.h"
namespace melonDS
{
class GPU;
class NDS;
class Savestate;
class DMA
{
public:
DMA(u32 cpu, u32 num, GPU& gpu);
DMA(u32 cpu, u32 num, NDS& nds);
~DMA() = default;
void Reset();
@ -46,12 +45,8 @@ public:
u32 UnitTimings7_16(bool burststart);
u32 UnitTimings7_32(bool burststart);
template <int ConsoleType>
void Run();
template <int ConsoleType>
void Run9();
template <int ConsoleType>
void Run7();
bool IsInMode(u32 mode) const noexcept
@ -83,7 +78,7 @@ public:
u32 Cnt {};
private:
melonDS::GPU& GPU;
melonDS::NDS& NDS;
u32 CPU {};
u32 Num {};