video_core/gpu: Create threads separately from initialization

Like with CPU emulation, we generally don't want to fire off the threads
immediately after the relevant classes are initialized, we want to do
this after all necessary data is done loading first.

This splits the thread creation into its own interface member function
to allow controlling when these threads in particular get created.
This commit is contained in:
Lioncash 2019-04-09 14:02:00 -04:00
parent 567b7de124
commit e0962940a2
10 changed files with 51 additions and 25 deletions

View file

@ -5,6 +5,8 @@
#include <memory>
#include "core/core.h"
#include "core/settings.h"
#include "video_core/gpu_asynch.h"
#include "video_core/gpu_synch.h"
#include "video_core/renderer_base.h"
#include "video_core/renderer_opengl/renderer_opengl.h"
#include "video_core/video_core.h"
@ -16,6 +18,14 @@ std::unique_ptr<RendererBase> CreateRenderer(Core::Frontend::EmuWindow& emu_wind
return std::make_unique<OpenGL::RendererOpenGL>(emu_window, system);
}
std::unique_ptr<Tegra::GPU> CreateGPU(Core::System& system) {
if (Settings::values.use_asynchronous_gpu_emulation) {
return std::make_unique<VideoCommon::GPUAsynch>(system, system.Renderer());
}
return std::make_unique<VideoCommon::GPUSynch>(system, system.Renderer());
}
u16 GetResolutionScaleFactor(const RendererBase& renderer) {
return static_cast<u16>(
Settings::values.resolution_factor