System: Make more functions static

pull/3273/head
Stenzek 2 years ago
parent e6a682f8d5
commit 70411783cd
No known key found for this signature in database

@ -106,6 +106,29 @@ SystemBootParameters::SystemBootParameters(std::string filename_) : filename(std
SystemBootParameters::~SystemBootParameters() = default;
namespace System {
/// Memory save states - only for internal use.
namespace {
struct SaveStateBuffer
{
std::string serial;
std::string title;
std::string media_path;
u32 media_subimage_index;
u32 version;
RGBA8Image screenshot;
DynamicHeapArray<u8> state_data;
size_t state_size;
};
struct MemorySaveState
{
std::unique_ptr<GPUTexture> vram_texture;
DynamicHeapArray<u8> state_data;
#ifdef PROFILE_MEMORY_SAVE_STATES
size_t state_size;
#endif
};
} // namespace
static void CheckCacheLineSize();
static void LoadInputBindings(SettingsInterface& si, std::unique_lock<std::mutex>& lock);
@ -116,20 +139,24 @@ static bool ReadExecutableFromImage(IsoReader& iso, std::string* out_executable_
static GameHash GetGameHashFromBuffer(std::string_view exe_name, std::span<const u8> exe_buffer,
const IsoReader::ISOPrimaryVolumeDescriptor& iso_pvd, u32 track_1_length);
/// Checks for settings changes, std::move() the old settings away for comparing beforehand.
static void CheckForSettingsChanges(const Settings& old_settings);
static void WarnAboutUnsafeSettings();
static void LogUnsafeSettingsToConsole(const SmallStringBase& messages);
static bool Initialize(bool force_software_renderer, Error* error);
static bool LoadBIOS(Error* error);
static void ResetBootMode();
static void InternalReset();
static void ClearRunningGame();
static void DestroySystem();
static std::string GetMediaPathFromSaveState(const char* path);
static bool CreateGPU(GPURenderer renderer, bool is_switching, Error* error);
static bool SaveUndoLoadState();
static void WarnAboutUnsafeSettings();
static void LogUnsafeSettingsToConsole(const SmallStringBase& messages);
static bool RecreateGPU(GPURenderer renderer, bool force_recreate_device = false, bool update_display = true);
/// Checks for settings changes, std::move() the old settings away for comparing beforehand.
static void CheckForSettingsChanges(const Settings& old_settings);
/// Updates the throttle period, call when target emulation speed changes.
static void UpdateThrottlePeriod();
static void ResetThrottler();
/// Throttles the system, i.e. sleeps until it's time to execute the next frame.
static void Throttle(Common::Timer::Value current_time);
@ -137,47 +164,26 @@ static void UpdatePerformanceCounters();
static void AccumulatePreFrameSleepTime();
static void UpdatePreFrameSleepTime();
static void UpdateDisplayVSync();
static void SetRewinding(bool enabled);
static bool SaveRewindState();
static void DoRewind();
static void SaveRunaheadState();
static bool DoRunahead();
static bool Initialize(bool force_software_renderer, Error* error);
static void ResetPerformanceCounters();
static bool UpdateGameSettingsLayer();
static void UpdateRunningGame(const std::string_view path, CDImage* image, bool booting);
static bool CheckForSBIFile(CDImage* image, Error* error);
static std::unique_ptr<MemoryCard> GetMemoryCardForSlot(u32 slot, MemoryCardType type);
/// Memory save states - only for internal use.
namespace {
struct SaveStateBuffer
{
std::string serial;
std::string title;
std::string media_path;
u32 media_subimage_index;
u32 version;
RGBA8Image screenshot;
DynamicHeapArray<u8> state_data;
size_t state_size;
};
struct MemorySaveState
{
std::unique_ptr<GPUTexture> vram_texture;
DynamicHeapArray<u8> state_data;
#ifdef PROFILE_MEMORY_SAVE_STATES
size_t state_size;
#endif
};
} // namespace
static void UpdateControllers();
static void UpdateControllerSettings();
static void ResetControllers();
static void UpdatePerGameMemoryCards();
static std::unique_ptr<MemoryCard> GetMemoryCardForSlot(u32 slot, MemoryCardType type);
static void UpdateMultitaps();
/// Returns the maximum size of a save state, considering the current configuration.
static size_t GetMaxSaveStateSize();
static std::string GetMediaPathFromSaveState(const char* path);
static bool SaveUndoLoadState();
static void UpdateMemorySaveStateSettings();
static bool LoadRewindState(u32 skip_saves = 0, bool consume_state = true);
static bool SaveMemoryState(MemorySaveState* mss);
static bool LoadMemoryState(const MemorySaveState& mss);
static bool LoadStateFromBuffer(const SaveStateBuffer& buffer, Error* error, bool update_display);
@ -192,6 +198,13 @@ static bool SaveStateBufferToFile(const SaveStateBuffer& buffer, std::FILE* fp,
static u32 CompressAndWriteStateData(std::FILE* fp, std::span<const u8> src, SaveStateCompression method, Error* error);
static bool DoState(StateWrapper& sw, GPUTexture** host_texture, bool update_display, bool is_memory_state);
static void SetRewinding(bool enabled);
static bool SaveRewindState();
static void DoRewind();
static void SaveRunaheadState();
static bool DoRunahead();
static void UpdateSessionTime(const std::string& prev_serial);
static void SetTimerResolutionIncreased(bool enabled);

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

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