Starting to properly attribute virtual vs. physical memory accesses.

This commit is contained in:
Ben Vanik
2015-03-29 11:11:35 -07:00
parent ab90e0932b
commit ec84a688e9
42 changed files with 346 additions and 372 deletions

View File

@@ -193,8 +193,8 @@ class CommandProcessor {
bool ExecutePacketType3_INVALIDATE_STATE(RingbufferReader* reader,
uint32_t packet, uint32_t count);
bool LoadShader(ShaderType shader_type, const uint32_t* address,
uint32_t dword_count);
bool LoadShader(ShaderType shader_type, uint32_t guest_address,
const uint32_t* host_address, uint32_t dword_count);
bool IssueDraw();
UpdateStatus UpdateShaders(PrimitiveType prim_type);
@@ -214,7 +214,6 @@ class CommandProcessor {
GLuint depth_target);
Memory* memory_;
uint8_t* membase_;
GL4GraphicsSystem* graphics_system_;
RegisterFile* register_file_;