System: Make more functions static
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@ -210,7 +210,6 @@ u64 GetSessionPlayedTime();
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const BIOS::ImageInfo* GetBIOSImageInfo();
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// TODO: Move to PerformanceMetrics
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static constexpr u32 NUM_FRAME_TIME_SAMPLES = 150;
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using FrameTimeHistory = std::array<float, NUM_FRAME_TIME_SAMPLES>;
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@ -259,9 +258,6 @@ bool SaveResumeState(Error* error);
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/// Runs the VM until the CPU execution is canceled.
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void Execute();
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/// Recreates the GPU component, saving/loading the state so it is preserved. Call when the GPU renderer changes.
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bool RecreateGPU(GPURenderer renderer, bool force_recreate_device = false, bool update_display = true);
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void SingleStepCPU();
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/// Sets target emulation speed.
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@ -271,26 +267,15 @@ float GetAudioNominalRate();
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/// Adjusts the throttle frequency, i.e. how many times we should sleep per second.
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void SetThrottleFrequency(float frequency);
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/// Updates the throttle period, call when target emulation speed changes.
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void UpdateThrottlePeriod();
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void ResetThrottler();
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void ResetPerformanceCounters();
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// Access controllers for simulating input.
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Controller* GetController(u32 slot);
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void UpdateControllers();
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void UpdateControllerSettings();
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void ResetControllers();
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void UpdateMemoryCardTypes();
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void UpdatePerGameMemoryCards();
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bool HasMemoryCard(u32 slot);
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bool IsSavingMemoryCards();
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/// Swaps memory cards in slot 1/2.
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void SwapMemoryCards();
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void UpdateMultitaps();
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/// Dumps RAM to a file.
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bool DumpRAM(const char* filename);
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@ -461,8 +446,6 @@ void InvalidateDisplay();
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//////////////////////////////////////////////////////////////////////////
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void CalculateRewindMemoryUsage(u32 num_saves, u32 resolution_scale, u64* ram_usage, u64* vram_usage);
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void ClearMemorySaveStates();
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void UpdateMemorySaveStateSettings();
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bool LoadRewindState(u32 skip_saves = 0, bool consume_state = true);
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void SetRunaheadReplayFlag();
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/// Shared socket multiplexer, used by PINE/GDB/etc.
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