emu_window: Remove global system instance
It was just the one in emu_window_sdl2, but since _gl and _vk inherit from it, they all needed adjustments. Leaves just the one auto system& in main().
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db07ca6c7f
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335de3fdf5
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@ -16,8 +16,8 @@
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#include "yuzu_cmd/emu_window/emu_window_sdl2.h"
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#include "yuzu_cmd/yuzu_icon.h"
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EmuWindow_SDL2::EmuWindow_SDL2(InputCommon::InputSubsystem* input_subsystem_)
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: input_subsystem{input_subsystem_} {
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EmuWindow_SDL2::EmuWindow_SDL2(InputCommon::InputSubsystem* input_subsystem_, Core::System& system_)
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: input_subsystem{input_subsystem_}, system{system_} {
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if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK) < 0) {
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LOG_CRITICAL(Frontend, "Failed to initialize SDL2! Exiting...");
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exit(1);
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@ -218,7 +218,7 @@ void EmuWindow_SDL2::WaitEvent() {
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const u32 current_time = SDL_GetTicks();
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if (current_time > last_time + 2000) {
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const auto results = Core::System::GetInstance().GetAndResetPerfStats();
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const auto results = system.GetAndResetPerfStats();
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const auto title =
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fmt::format("yuzu {} | {}-{} | FPS: {:.0f} ({:.0f}%)", Common::g_build_fullname,
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Common::g_scm_branch, Common::g_scm_desc, results.average_game_fps,
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@ -24,7 +24,7 @@ enum class MouseButton;
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class EmuWindow_SDL2 : public Core::Frontend::EmuWindow {
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public:
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explicit EmuWindow_SDL2(InputCommon::InputSubsystem* input_subsystem);
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explicit EmuWindow_SDL2(InputCommon::InputSubsystem* input_subsystem, Core::System& system_);
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~EmuWindow_SDL2();
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/// Whether the window is still open, and a close request hasn't yet been sent
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@ -87,4 +87,7 @@ protected:
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/// Input subsystem to use with this window.
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InputCommon::InputSubsystem* input_subsystem;
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/// yuzu core instance
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Core::System& system;
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};
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@ -76,8 +76,9 @@ bool EmuWindow_SDL2_GL::SupportsRequiredGLExtensions() {
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return unsupported_ext.empty();
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}
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EmuWindow_SDL2_GL::EmuWindow_SDL2_GL(InputCommon::InputSubsystem* input_subsystem, bool fullscreen)
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: EmuWindow_SDL2{input_subsystem} {
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EmuWindow_SDL2_GL::EmuWindow_SDL2_GL(InputCommon::InputSubsystem* input_subsystem,
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Core::System& system_, bool fullscreen)
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: EmuWindow_SDL2{input_subsystem, system_} {
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 4);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 6);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_COMPATIBILITY);
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@ -8,13 +8,18 @@
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#include "core/frontend/emu_window.h"
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#include "yuzu_cmd/emu_window/emu_window_sdl2.h"
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namespace Core {
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class System;
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}
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namespace InputCommon {
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class InputSubsystem;
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}
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class EmuWindow_SDL2_GL final : public EmuWindow_SDL2 {
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public:
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explicit EmuWindow_SDL2_GL(InputCommon::InputSubsystem* input_subsystem, bool fullscreen);
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explicit EmuWindow_SDL2_GL(InputCommon::InputSubsystem* input_subsystem, Core::System& system_,
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bool fullscreen);
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~EmuWindow_SDL2_GL();
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std::unique_ptr<Core::Frontend::GraphicsContext> CreateSharedContext() const override;
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@ -24,8 +24,9 @@
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#include <SDL.h>
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#include <SDL_syswm.h>
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EmuWindow_SDL2_VK::EmuWindow_SDL2_VK(InputCommon::InputSubsystem* input_subsystem, bool fullscreen)
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: EmuWindow_SDL2{input_subsystem} {
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EmuWindow_SDL2_VK::EmuWindow_SDL2_VK(InputCommon::InputSubsystem* input_subsystem,
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Core::System& system_, bool fullscreen)
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: EmuWindow_SDL2{input_subsystem, system_} {
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const std::string window_title = fmt::format("yuzu {} | {}-{} (Vulkan)", Common::g_build_name,
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Common::g_scm_branch, Common::g_scm_desc);
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render_window =
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@ -19,7 +19,8 @@ class InputSubsystem;
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class EmuWindow_SDL2_VK final : public EmuWindow_SDL2 {
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public:
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explicit EmuWindow_SDL2_VK(InputCommon::InputSubsystem* input_subsystem, bool fullscreen);
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explicit EmuWindow_SDL2_VK(InputCommon::InputSubsystem* input_subsystem, Core::System& system,
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bool fullscreen);
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~EmuWindow_SDL2_VK() override;
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std::unique_ptr<Core::Frontend::GraphicsContext> CreateSharedContext() const override;
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@ -172,10 +172,10 @@ int main(int argc, char** argv) {
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std::unique_ptr<EmuWindow_SDL2> emu_window;
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switch (Settings::values.renderer_backend.GetValue()) {
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case Settings::RendererBackend::OpenGL:
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emu_window = std::make_unique<EmuWindow_SDL2_GL>(&input_subsystem, fullscreen);
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emu_window = std::make_unique<EmuWindow_SDL2_GL>(&input_subsystem, system, fullscreen);
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break;
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case Settings::RendererBackend::Vulkan:
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emu_window = std::make_unique<EmuWindow_SDL2_VK>(&input_subsystem, fullscreen);
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emu_window = std::make_unique<EmuWindow_SDL2_VK>(&input_subsystem, system, fullscreen);
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break;
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}
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