core: Don't construct instance of Core::System, just to access its live instance
This would result in a lot of allocations and related object construction, just to toss it all away immediately after the call. These are definitely not intentional, and it was intended that all of these should have been accessing the static function GetInstance() through the name itself, not constructed instances.
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3a4841e403
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@ -29,7 +29,7 @@ System::~System() = default;
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/// Runs a CPU core while the system is powered on
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static void RunCpuCore(std::shared_ptr<Cpu> cpu_state) {
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while (Core::System().GetInstance().IsPoweredOn()) {
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while (Core::System::GetInstance().IsPoweredOn()) {
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cpu_state->RunLoop(true);
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}
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}
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@ -165,7 +165,7 @@ void Thread::CancelWakeupTimer() {
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static boost::optional<s32> GetNextProcessorId(u64 mask) {
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for (s32 index = 0; index < Core::NUM_CPU_CORES; ++index) {
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if (mask & (1ULL << index)) {
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if (!Core::System().GetInstance().Scheduler(index)->GetCurrentThread()) {
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if (!Core::System::GetInstance().Scheduler(index)->GetCurrentThread()) {
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// Core is enabled and not running any threads, use this one
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return index;
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}
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@ -215,14 +215,14 @@ void Thread::ResumeFromWait() {
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new_processor_id = processor_id;
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}
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if (ideal_core != -1 &&
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Core::System().GetInstance().Scheduler(ideal_core)->GetCurrentThread() == nullptr) {
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Core::System::GetInstance().Scheduler(ideal_core)->GetCurrentThread() == nullptr) {
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new_processor_id = ideal_core;
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}
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ASSERT(*new_processor_id < 4);
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// Add thread to new core's scheduler
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auto& next_scheduler = Core::System().GetInstance().Scheduler(*new_processor_id);
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auto& next_scheduler = Core::System::GetInstance().Scheduler(*new_processor_id);
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if (*new_processor_id != processor_id) {
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// Remove thread from previous core's scheduler
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@ -325,7 +325,7 @@ ResultVal<SharedPtr<Thread>> Thread::Create(std::string name, VAddr entry_point,
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thread->name = std::move(name);
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thread->callback_handle = wakeup_callback_handle_table.Create(thread).Unwrap();
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thread->owner_process = owner_process;
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thread->scheduler = Core::System().GetInstance().Scheduler(processor_id);
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thread->scheduler = Core::System::GetInstance().Scheduler(processor_id);
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thread->scheduler->AddThread(thread, priority);
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// Find the next available TLS index, and mark it as used
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@ -481,14 +481,14 @@ void Thread::ChangeCore(u32 core, u64 mask) {
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new_processor_id = processor_id;
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}
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if (ideal_core != -1 &&
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Core::System().GetInstance().Scheduler(ideal_core)->GetCurrentThread() == nullptr) {
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Core::System::GetInstance().Scheduler(ideal_core)->GetCurrentThread() == nullptr) {
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new_processor_id = ideal_core;
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}
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ASSERT(*new_processor_id < 4);
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// Add thread to new core's scheduler
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auto& next_scheduler = Core::System().GetInstance().Scheduler(*new_processor_id);
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auto& next_scheduler = Core::System::GetInstance().Scheduler(*new_processor_id);
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if (*new_processor_id != processor_id) {
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// Remove thread from previous core's scheduler
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@ -128,8 +128,8 @@ RasterizerOpenGL::~RasterizerOpenGL() {
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std::pair<u8*, GLintptr> RasterizerOpenGL::SetupVertexArrays(u8* array_ptr,
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GLintptr buffer_offset) {
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MICROPROFILE_SCOPE(OpenGL_VAO);
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const auto& regs = Core::System().GetInstance().GPU().Maxwell3D().regs;
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const auto& memory_manager = Core::System().GetInstance().GPU().memory_manager;
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const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs;
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const auto& memory_manager = Core::System::GetInstance().GPU().memory_manager;
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state.draw.vertex_array = hw_vao.handle;
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state.draw.vertex_buffer = stream_buffer->GetHandle();
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@ -184,7 +184,7 @@ std::pair<u8*, GLintptr> RasterizerOpenGL::SetupVertexArrays(u8* array_ptr,
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}
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static GLShader::ProgramCode GetShaderProgramCode(Maxwell::ShaderProgram program) {
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auto& gpu = Core::System().GetInstance().GPU().Maxwell3D();
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auto& gpu = Core::System::GetInstance().GPU().Maxwell3D();
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// Fetch program code from memory
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GLShader::ProgramCode program_code;
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@ -207,7 +207,7 @@ void RasterizerOpenGL::SetupShaders(u8* buffer_ptr, GLintptr buffer_offset) {
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}
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};
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auto& gpu = Core::System().GetInstance().GPU().Maxwell3D();
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auto& gpu = Core::System::GetInstance().GPU().Maxwell3D();
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// Next available bindpoints to use when uploading the const buffers and textures to the GLSL
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// shaders. The constbuffer bindpoint starts after the shader stage configuration bind points.
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@ -297,7 +297,7 @@ void RasterizerOpenGL::SetupShaders(u8* buffer_ptr, GLintptr buffer_offset) {
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}
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size_t RasterizerOpenGL::CalculateVertexArraysSize() const {
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const auto& regs = Core::System().GetInstance().GPU().Maxwell3D().regs;
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const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs;
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size_t size = 0;
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for (u32 index = 0; index < Maxwell::NumVertexArrays; ++index) {
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@ -322,7 +322,7 @@ bool RasterizerOpenGL::AccelerateDrawBatch(bool is_indexed) {
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std::pair<Surface, Surface> RasterizerOpenGL::ConfigureFramebuffers(bool using_color_fb,
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bool using_depth_fb) {
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const auto& regs = Core::System().GetInstance().GPU().Maxwell3D().regs;
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const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs;
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// TODO(bunnei): Implement this
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const bool has_stencil = false;
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@ -374,7 +374,7 @@ std::pair<Surface, Surface> RasterizerOpenGL::ConfigureFramebuffers(bool using_c
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}
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void RasterizerOpenGL::Clear() {
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const auto& regs = Core::System().GetInstance().GPU().Maxwell3D().regs;
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const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs;
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bool use_color_fb = false;
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bool use_depth_fb = false;
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@ -426,7 +426,7 @@ void RasterizerOpenGL::DrawArrays() {
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return;
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MICROPROFILE_SCOPE(OpenGL_Drawing);
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const auto& regs = Core::System().GetInstance().GPU().Maxwell3D().regs;
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const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs;
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ScopeAcquireGLContext acquire_context;
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@ -473,7 +473,7 @@ void RasterizerOpenGL::DrawArrays() {
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// If indexed mode, copy the index buffer
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GLintptr index_buffer_offset = 0;
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if (is_indexed) {
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const auto& memory_manager = Core::System().GetInstance().GPU().memory_manager;
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const auto& memory_manager = Core::System::GetInstance().GPU().memory_manager;
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const boost::optional<VAddr> index_data_addr{
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memory_manager->GpuToCpuAddress(regs.index_array.StartAddress())};
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Memory::ReadBlock(*index_data_addr, offseted_buffer, index_buffer_size);
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@ -775,7 +775,7 @@ void RasterizerOpenGL::BindFramebufferSurfaces(const Surface& color_surface,
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}
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void RasterizerOpenGL::SyncViewport(const MathUtil::Rectangle<u32>& surfaces_rect) {
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const auto& regs = Core::System().GetInstance().GPU().Maxwell3D().regs;
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const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs;
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const MathUtil::Rectangle<s32> viewport_rect{regs.viewport_transform[0].GetRect()};
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state.viewport.x = static_cast<GLint>(surfaces_rect.left) + viewport_rect.left;
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@ -793,7 +793,7 @@ void RasterizerOpenGL::SyncClipCoef() {
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}
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void RasterizerOpenGL::SyncCullMode() {
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const auto& regs = Core::System().GetInstance().GPU().Maxwell3D().regs;
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const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs;
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state.cull.enabled = regs.cull.enabled != 0;
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@ -825,7 +825,7 @@ void RasterizerOpenGL::SyncDepthOffset() {
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}
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void RasterizerOpenGL::SyncDepthTestState() {
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const auto& regs = Core::System().GetInstance().GPU().Maxwell3D().regs;
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const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs;
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state.depth.test_enabled = regs.depth_test_enable != 0;
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state.depth.write_mask = regs.depth_write_enabled ? GL_TRUE : GL_FALSE;
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@ -837,7 +837,7 @@ void RasterizerOpenGL::SyncDepthTestState() {
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}
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void RasterizerOpenGL::SyncBlendState() {
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const auto& regs = Core::System().GetInstance().GPU().Maxwell3D().regs;
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const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs;
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// TODO(Subv): Support more than just render target 0.
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state.blend.enabled = regs.blend.enable[0] != 0;
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@ -505,7 +505,7 @@ Surface RasterizerCacheOpenGL::GetTextureSurface(const Tegra::Texture::FullTextu
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SurfaceSurfaceRect_Tuple RasterizerCacheOpenGL::GetFramebufferSurfaces(
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bool using_color_fb, bool using_depth_fb, const MathUtil::Rectangle<s32>& viewport) {
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const auto& regs = Core::System().GetInstance().GPU().Maxwell3D().regs;
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const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs;
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// TODO(bunnei): This is hard corded to use just the first render buffer
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LOG_WARNING(Render_OpenGL, "hard-coded for render target 0!");
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@ -35,7 +35,7 @@ void SetShaderUniformBlockBindings(GLuint shader) {
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} // namespace Impl
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void MaxwellUniformData::SetFromRegs(const Maxwell3D::State::ShaderStageInfo& shader_stage) {
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const auto& regs = Core::System().GetInstance().GPU().Maxwell3D().regs;
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const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs;
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// TODO(bunnei): Support more than one viewport
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viewport_flip[0] = regs.viewport_transform[0].scale_x < 0.0 ? -1.0f : 1.0f;
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