#pragma once #include "common/gl/program.h" #include "common/gl/texture.h" #include "core/host_display.h" #include #include #include class OpenGLHostDisplay final : public HostDisplay { public: OpenGLHostDisplay(SDL_Window* window); ~OpenGLHostDisplay(); static std::unique_ptr Create(SDL_Window* window); RenderAPI GetRenderAPI() const override; void* GetRenderDevice() const override; void* GetRenderContext() const override; void* GetRenderWindow() const override; void ChangeRenderWindow(void* new_window) override; std::unique_ptr CreateTexture(u32 width, u32 height, const void* data, u32 data_stride, bool dynamic) override; void UpdateTexture(HostDisplayTexture* texture, u32 x, u32 y, u32 width, u32 height, const void* data, u32 data_stride) override; void SetDisplayTexture(void* texture, s32 offset_x, s32 offset_y, s32 width, s32 height, u32 texture_width, u32 texture_height, float aspect_ratio) override; void SetDisplayLinearFiltering(bool enabled) override; void SetDisplayTopMargin(int height) override; void SetVSync(bool enabled) override; std::tuple GetWindowSize() const override; void WindowResized() override; private: const char* GetGLSLVersionString() const; std::string GetGLSLVersionHeader() const; bool CreateGLContext(); bool CreateImGuiContext(); bool CreateGLResources(); void Render(); void RenderDisplay(); SDL_Window* m_window = nullptr; SDL_GLContext m_gl_context = nullptr; int m_window_width = 0; int m_window_height = 0; GL::Program m_display_program; GLuint m_display_vao = 0; GLuint m_display_texture_id = 0; s32 m_display_offset_x = 0; s32 m_display_offset_y = 0; s32 m_display_width = 0; s32 m_display_height = 0; u32 m_display_texture_width = 0; u32 m_display_texture_height = 0; int m_display_top_margin = 0; float m_display_aspect_ratio = 1.0f; GLuint m_display_nearest_sampler = 0; GLuint m_display_linear_sampler = 0; bool m_is_gles = false; bool m_display_texture_changed = false; bool m_display_linear_filtering = false; };