While admirable as a means to ensure immutability, this has the
unfortunate downside of making the class non-movable. std::move cannot
actually perform a move operation if the provided operand has const data
members (std::move acts as an operation to "slide" resources out of an
object instance). Given Barrier contains move-only types such as
std::mutex, this can lead to confusing error messages if an object ever
contained a Barrier instance and said object was attempted to be moved.
This is also unused and superceded by standard functionality. The
standard library provides std::this_thread::sleep_for(), which provides
a much more flexible interface, as different time units can be used with
it.
This is an old function that's no longer necessary. C++11 introduced
proper threading support to the language and a thread ID can be
retrieved via std::this_thread::get_id() if it's ever needed.
Both member functions assume the passed in target process will not be
null. Instead of making this assumption implicit, we can change the
functions to be references and enforce this at the type-system level.
All usage of GetPointerFromVMA is to recover the pointer that is nulled by changing page type to RasterizerCachedMemory. Our rasterizer cache only works on linear heap and vram, so we can recover the pointer directly by address computation, instead of going through VMA table. Also removed a sanity check pointer!=nullptr in RasterizerMarkRegionCached(RasterizerCachedMemory=>Memory), as now the pointer is never null. The sanity check was added in f2a5a77 (#2797), which was originally necessary during VMA unmapping process, because the function is invloked by VMA after unmapping the page, which in turn invokes back to query the memory, forming a circular dependency. Now the dependency is resolved so the check is not necessary
When yuzu is compiled in release mode this function is unused, however,
when compiled in debug mode, it's used within a LOG_TRACE statement.
This prevents erroneous compilation warnings about an unused function
(that isn't actually totally unused).
They were missed, and Copy is very high in profile here. It doesn't block the GPU,
but it stalls the driver thread. So with our bad GL instructions, this might block quite a while.
Those implementations are quite costly, so there is no need to inline them to the caller.
Ressource deletion is often a performance bug, so in this way, we support to add breakpoints to them.
* renderer_opengl: Namespace OpenGL code
Namespaces all OpenGL code under the OpenGL namespace.
Prevents polluting the global namespace and allows clear distinction
between other renderers' code in the future.
* Also namespace TextureCubeConfig