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authorJesse Talavera-Greenberg <jesse@jesse.tg>2023-11-09 15:54:51 -0500
committerGitHub <noreply@github.com>2023-11-09 21:54:51 +0100
commit4558be0d8eb79d276c89392b9410e6edb649db95 (patch)
tree3e2b37e31b38337adec64c5391e57ddf45af5d23 /src/DMA.h
parent88072a02c523e26390af6bd726608b3e567f996f (diff)
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
Diffstat (limited to 'src/DMA.h')
-rw-r--r--src/DMA.h8
1 files changed, 7 insertions, 1 deletions
diff --git a/src/DMA.h b/src/DMA.h
index 2688478..af8b517 100644
--- a/src/DMA.h
+++ b/src/DMA.h
@@ -24,10 +24,15 @@
#include "Savestate.h"
#include "DMA_Timings.h"
+namespace Melon
+{
+class GPU;
+}
+
class DMA
{
public:
- DMA(u32 cpu, u32 num);
+ DMA(u32 cpu, u32 num, Melon::GPU& gpu);
~DMA() = default;
void Reset();
@@ -79,6 +84,7 @@ public:
u32 Cnt {};
private:
+ Melon::GPU& GPU;
u32 CPU {};
u32 Num {};