Common: DynamicHeapArray/FixedHeapArray
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@ -351,7 +351,7 @@ static HeapFIFOQueue<u8, DATA_FIFO_SIZE> s_data_fifo;
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struct SectorBuffer
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{
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HeapArray<u8, RAW_SECTOR_OUTPUT_SIZE> data;
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FixedHeapArray<u8, RAW_SECTOR_OUTPUT_SIZE> data;
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u32 size;
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};
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@ -269,7 +269,7 @@ bool GPU::DoState(StateWrapper& sw, GPUTexture** host_texture, bool update_displ
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if (sw.IsReading())
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{
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// Still need a temporary here.
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HeapArray<u16, VRAM_WIDTH * VRAM_HEIGHT> temp;
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FixedHeapArray<u16, VRAM_WIDTH * VRAM_HEIGHT> temp;
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sw.DoBytes(temp.data(), VRAM_WIDTH * VRAM_HEIGHT * sizeof(u16));
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UpdateVRAM(0, 0, VRAM_WIDTH, VRAM_HEIGHT, temp.data(), false, false);
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}
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@ -85,7 +85,7 @@ protected:
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THRESHOLD_TO_WAKE_GPU = 256
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};
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HeapArray<u8, COMMAND_QUEUE_SIZE> m_command_fifo_data;
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FixedHeapArray<u8, COMMAND_QUEUE_SIZE> m_command_fifo_data;
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alignas(64) std::atomic<u32> m_command_fifo_read_ptr{0};
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alignas(64) std::atomic<u32> m_command_fifo_write_ptr{0};
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};
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@ -355,7 +355,7 @@ protected:
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SmoothingUBOData GetSmoothingUBO(u32 level, u32 left, u32 top, u32 width, u32 height, u32 tex_width,
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u32 tex_height) const;
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HeapArray<u16, VRAM_WIDTH * VRAM_HEIGHT> m_vram_shadow;
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FixedHeapArray<u16, VRAM_WIDTH * VRAM_HEIGHT> m_vram_shadow;
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std::unique_ptr<GPU_SW_Backend> m_sw_renderer;
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BatchVertex* m_batch_start_vertex_ptr = nullptr;
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@ -60,7 +60,7 @@ protected:
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GPUTexture* GetDisplayTexture(u32 width, u32 height, GPUTexture::Format format);
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HeapArray<u8, GPU_MAX_DISPLAY_WIDTH * GPU_MAX_DISPLAY_HEIGHT * sizeof(u32)> m_display_texture_buffer;
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FixedHeapArray<u8, GPU_MAX_DISPLAY_WIDTH * GPU_MAX_DISPLAY_HEIGHT * sizeof(u32)> m_display_texture_buffer;
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GPUTexture::Format m_16bit_display_format = GPUTexture::Format::RGB565;
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GPUTexture::Format m_24bit_display_format = GPUTexture::Format::RGBA8;
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std::unique_ptr<GPUTexture> m_display_texture;
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