677a8b208d
Resolves variable shadowing scenarios up to the end of the OpenGL code to make it nicer to review. The rest will be resolved in a following commit.
42 lines
1.2 KiB
C++
42 lines
1.2 KiB
C++
// Copyright 2019 yuzu Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#pragma once
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#include "video_core/gpu.h"
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namespace Core::Frontend {
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class GraphicsContext;
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}
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namespace VideoCore {
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class RendererBase;
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} // namespace VideoCore
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namespace VideoCommon {
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/// Implementation of GPU interface that runs the GPU synchronously
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class GPUSynch final : public Tegra::GPU {
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public:
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explicit GPUSynch(Core::System& system_, bool use_nvdec_);
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~GPUSynch() override;
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void Start() override;
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void ObtainContext() override;
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void ReleaseContext() override;
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void PushGPUEntries(Tegra::CommandList&& entries) override;
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void PushCommandBuffer(Tegra::ChCommandHeaderList& entries) override;
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void SwapBuffers(const Tegra::FramebufferConfig* framebuffer) override;
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void FlushRegion(VAddr addr, u64 size) override;
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void InvalidateRegion(VAddr addr, u64 size) override;
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void FlushAndInvalidateRegion(VAddr addr, u64 size) override;
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void WaitIdle() const override {}
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protected:
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void TriggerCpuInterrupt([[maybe_unused]] u32 syncpoint_id,
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[[maybe_unused]] u32 value) const override {}
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};
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} // namespace VideoCommon
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