diff --git a/Core/Core.h b/Core/Core.h index 0b20d2ac6a..d867e8b439 100644 --- a/Core/Core.h +++ b/Core/Core.h @@ -26,7 +26,7 @@ class GraphicsContext; -// For platforms that don't call Core_Run +// For platforms that don't call Run void Core_SetGraphicsContext(GraphicsContext *ctx); // Returns false when an UI exit state is detected. diff --git a/GPU/Debugger/Playback.cpp b/GPU/Debugger/Playback.cpp index 11f8a81684..8073440c0b 100644 --- a/GPU/Debugger/Playback.cpp +++ b/GPU/Debugger/Playback.cpp @@ -100,7 +100,7 @@ protected: u32 buf_pointer_ = 0; int last_used_ = 0; - bool Matches(u32 bufpos) { + bool Matches(u32 bufpos) const { // We check psp_pointer_ because bufpos = 0 is valid, and the initial value. return buf_pointer_ == bufpos && psp_pointer_ != 0; } @@ -130,12 +130,12 @@ protected: u32 buf_pointer_ = 0; u32 size_ = 0; - bool Matches(u32 bufpos, u32 sz) { + bool Matches(u32 bufpos, u32 sz) const { // We check psp_pointer_ because bufpos = 0 is valid, and the initial value. return buf_pointer_ == bufpos && psp_pointer_ != 0 && size_ >= sz; } - u32 Ptr() { + u32 Ptr() const { return psp_pointer_; } diff --git a/Windows/EmuThread.cpp b/Windows/EmuThread.cpp index 4f0c1924c1..2e20d21b5b 100644 --- a/Windows/EmuThread.cpp +++ b/Windows/EmuThread.cpp @@ -75,7 +75,7 @@ bool MainThread_Ready() { return g_inLoop; } -static bool Core_Run(GraphicsContext *ctx) { +static bool Run(GraphicsContext *ctx) { System_Notify(SystemNotification::DISASSEMBLY); while (true) { if (GetUIState() != UISTATE_INGAME) { @@ -127,11 +127,11 @@ static void EmuThreadFunc(GraphicsContext *graphicsContext) { NativeInitGraphics(graphicsContext); while (emuThreadState != (int)EmuThreadState::QUIT_REQUESTED) { - // We're here again, so the game quit. Restart Core_Run() which controls the UI. + // We're here again, so the game quit. Restart Run() which controls the UI. // This way they can load a new game. if (!Core_IsActive()) UpdateUIState(UISTATE_MENU); - if (!Core_Run(g_graphicsContext)) { + if (!Run(g_graphicsContext)) { emuThreadState = (int)EmuThreadState::QUIT_REQUESTED; } } @@ -338,11 +338,11 @@ void MainThreadFunc() { } } else { while (GetUIState() != UISTATE_EXIT) { // && GetUIState() != UISTATE_EXCEPTION - // We're here again, so the game quit. Restart Core_Run() which controls the UI. + // We're here again, so the game quit. Restart Run() which controls the UI. // This way they can load a new game. if (!Core_IsActive()) UpdateUIState(UISTATE_MENU); - Core_Run(g_graphicsContext); + Run(g_graphicsContext); if (coreState == CORE_BOOT_ERROR) { break; } @@ -351,7 +351,7 @@ void MainThreadFunc() { Core_Stop(); if (!useEmuThread) { // Process the shutdown. Without this, non-GL delays 800ms on shutdown. - Core_Run(g_graphicsContext); + Run(g_graphicsContext); } Core_WaitInactive();