Rewrite host GPU abstraction

- Don't have to repeat the same thing for 4 renderers.
 - Add native Metal renderer.
This commit is contained in:
Stenzek
2023-08-13 13:42:02 +10:00
parent bfa792ddbf
commit e3d9ba4c99
249 changed files with 28851 additions and 32222 deletions

View File

@ -2,15 +2,19 @@
// SPDX-License-Identifier: (GPL-3.0 OR CC-BY-NC-ND-4.0)
#include "guncon.h"
#include "common/assert.h"
#include "common/log.h"
#include "gpu.h"
#include "host.h"
#include "resources.h"
#include "system.h"
#include "util/host_display.h"
#include "util/gpu_device.h"
#include "util/state_wrapper.h"
#include "common/assert.h"
#include "common/log.h"
#include <array>
Log_SetChannel(GunCon);
static constexpr std::array<u8, static_cast<size_t>(GunCon::Button::Count)> s_button_indices = {{13, 3, 14}};
@ -177,8 +181,8 @@ bool GunCon::Transfer(const u8 data_in, u8* data_out)
void GunCon::UpdatePosition()
{
// get screen coordinates
const s32 mouse_x = g_host_display->GetMousePositionX();
const s32 mouse_y = g_host_display->GetMousePositionY();
const s32 mouse_x = g_gpu_device->GetMousePositionX();
const s32 mouse_y = g_gpu_device->GetMousePositionY();
// are we within the active display area?
u32 tick, line;