System: Make more functions static
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@ -106,52 +106,6 @@ SystemBootParameters::SystemBootParameters(std::string filename_) : filename(std
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SystemBootParameters::~SystemBootParameters() = default;
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namespace System {
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static void CheckCacheLineSize();
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static void LoadInputBindings(SettingsInterface& si, std::unique_lock<std::mutex>& lock);
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static std::string GetExecutableNameForImage(IsoReader& iso, bool strip_subdirectories);
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static bool ReadExecutableFromImage(IsoReader& iso, std::string* out_executable_name,
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std::vector<u8>* out_executable_data);
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static GameHash GetGameHashFromBuffer(std::string_view exe_name, std::span<const u8> exe_buffer,
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const IsoReader::ISOPrimaryVolumeDescriptor& iso_pvd, u32 track_1_length);
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static bool LoadBIOS(Error* error);
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static void ResetBootMode();
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static void InternalReset();
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static void ClearRunningGame();
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static void DestroySystem();
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static std::string GetMediaPathFromSaveState(const char* path);
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static bool CreateGPU(GPURenderer renderer, bool is_switching, Error* error);
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static bool SaveUndoLoadState();
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static void WarnAboutUnsafeSettings();
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static void LogUnsafeSettingsToConsole(const SmallStringBase& messages);
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/// Checks for settings changes, std::move() the old settings away for comparing beforehand.
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static void CheckForSettingsChanges(const Settings& old_settings);
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/// Throttles the system, i.e. sleeps until it's time to execute the next frame.
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static void Throttle(Common::Timer::Value current_time);
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static void UpdatePerformanceCounters();
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static void AccumulatePreFrameSleepTime();
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static void UpdatePreFrameSleepTime();
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static void UpdateDisplayVSync();
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static void SetRewinding(bool enabled);
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static bool SaveRewindState();
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static void DoRewind();
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static void SaveRunaheadState();
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static bool DoRunahead();
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static bool Initialize(bool force_software_renderer, Error* error);
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static bool UpdateGameSettingsLayer();
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static void UpdateRunningGame(const std::string_view path, CDImage* image, bool booting);
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static bool CheckForSBIFile(CDImage* image, Error* error);
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static std::unique_ptr<MemoryCard> GetMemoryCardForSlot(u32 slot, MemoryCardType type);
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/// Memory save states - only for internal use.
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namespace {
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struct SaveStateBuffer
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@ -175,9 +129,61 @@ struct MemorySaveState
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};
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} // namespace
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static void CheckCacheLineSize();
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static void LoadInputBindings(SettingsInterface& si, std::unique_lock<std::mutex>& lock);
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static std::string GetExecutableNameForImage(IsoReader& iso, bool strip_subdirectories);
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static bool ReadExecutableFromImage(IsoReader& iso, std::string* out_executable_name,
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std::vector<u8>* out_executable_data);
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static GameHash GetGameHashFromBuffer(std::string_view exe_name, std::span<const u8> exe_buffer,
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const IsoReader::ISOPrimaryVolumeDescriptor& iso_pvd, u32 track_1_length);
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/// Checks for settings changes, std::move() the old settings away for comparing beforehand.
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static void CheckForSettingsChanges(const Settings& old_settings);
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static void WarnAboutUnsafeSettings();
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static void LogUnsafeSettingsToConsole(const SmallStringBase& messages);
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static bool Initialize(bool force_software_renderer, Error* error);
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static bool LoadBIOS(Error* error);
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static void ResetBootMode();
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static void InternalReset();
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static void ClearRunningGame();
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static void DestroySystem();
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static bool CreateGPU(GPURenderer renderer, bool is_switching, Error* error);
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static bool RecreateGPU(GPURenderer renderer, bool force_recreate_device = false, bool update_display = true);
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/// Updates the throttle period, call when target emulation speed changes.
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static void UpdateThrottlePeriod();
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static void ResetThrottler();
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/// Throttles the system, i.e. sleeps until it's time to execute the next frame.
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static void Throttle(Common::Timer::Value current_time);
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static void UpdatePerformanceCounters();
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static void AccumulatePreFrameSleepTime();
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static void UpdatePreFrameSleepTime();
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static void UpdateDisplayVSync();
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static void ResetPerformanceCounters();
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static bool UpdateGameSettingsLayer();
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static void UpdateRunningGame(const std::string_view path, CDImage* image, bool booting);
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static bool CheckForSBIFile(CDImage* image, Error* error);
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static void UpdateControllers();
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static void UpdateControllerSettings();
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static void ResetControllers();
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static void UpdatePerGameMemoryCards();
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static std::unique_ptr<MemoryCard> GetMemoryCardForSlot(u32 slot, MemoryCardType type);
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static void UpdateMultitaps();
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/// Returns the maximum size of a save state, considering the current configuration.
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static size_t GetMaxSaveStateSize();
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static std::string GetMediaPathFromSaveState(const char* path);
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static bool SaveUndoLoadState();
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static void UpdateMemorySaveStateSettings();
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static bool LoadRewindState(u32 skip_saves = 0, bool consume_state = true);
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static bool SaveMemoryState(MemorySaveState* mss);
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static bool LoadMemoryState(const MemorySaveState& mss);
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static bool LoadStateFromBuffer(const SaveStateBuffer& buffer, Error* error, bool update_display);
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@ -192,6 +198,13 @@ static bool SaveStateBufferToFile(const SaveStateBuffer& buffer, std::FILE* fp,
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static u32 CompressAndWriteStateData(std::FILE* fp, std::span<const u8> src, SaveStateCompression method, Error* error);
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static bool DoState(StateWrapper& sw, GPUTexture** host_texture, bool update_display, bool is_memory_state);
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static void SetRewinding(bool enabled);
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static bool SaveRewindState();
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static void DoRewind();
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static void SaveRunaheadState();
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static bool DoRunahead();
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static void UpdateSessionTime(const std::string& prev_serial);
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static void SetTimerResolutionIncreased(bool enabled);
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