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https://github.com/hrydgard/ppsspp.git
synced 2026-07-11 01:25:07 +02:00
Cleanup
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+1
-9
@@ -617,19 +617,11 @@ BootState PSP_InitUpdate(std::string *error_string) {
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*error_string = "Unable to initialize rendering engine.";
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PSP_Shutdown(false);
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g_bootState = BootState::Off;
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Core_NotifyLifecycle(CoreLifecycle::START_COMPLETE);
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return BootState::Failed;
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}
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}
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// TODO: This should all be checked during GPU_Init.
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if (!GPU_IsStarted()) {
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*error_string = "Unable to initialize rendering engine.";
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PSP_Shutdown(false);
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g_bootState = BootState::Off;
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Core_NotifyLifecycle(CoreLifecycle::START_COMPLETE);
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return BootState::Failed;
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}
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Core_NotifyLifecycle(CoreLifecycle::START_COMPLETE);
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// The thread should have set it at this point.
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_dbg_assert_(bootState == BootState::Complete);
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+9
-3
@@ -201,12 +201,21 @@ inline bool IsTrianglePrim(GEPrimitiveType prim) {
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class GPUCommon : public GPUDebugInterface {
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public:
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// The constructor might run on the loader thread.
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GPUCommon(GraphicsContext *gfxCtx, Draw::DrawContext *draw);
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// FinishInitOnMainThread runs on the main thread, of course.
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virtual void FinishInitOnMainThread() {}
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virtual ~GPUCommon() {}
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Draw::DrawContext *GetDrawContext() {
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return draw_;
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}
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virtual void DeviceLost() = 0;
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virtual void DeviceRestore(Draw::DrawContext *draw) = 0;
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virtual u32 CheckGPUFeatures() const = 0;
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virtual void UpdateCmdInfo() = 0;
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@@ -257,9 +266,6 @@ public:
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virtual void ReapplyGfxState();
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virtual void DeviceLost() = 0;
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virtual void DeviceRestore(Draw::DrawContext *draw) = 0;
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// Returns true if we should split the call across GE execution.
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// For example, a debugger is active.
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bool ShouldSplitOverGe() const;
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