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e3d9ba4c99
- Don't have to repeat the same thing for 4 renderers. - Add native Metal renderer.
55 lines
1.7 KiB
C++
55 lines
1.7 KiB
C++
// SPDX-FileCopyrightText: 2019-2023 Connor McLaughlin <stenzek@gmail.com>
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// SPDX-License-Identifier: (GPL-3.0 OR CC-BY-NC-ND-4.0)
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#pragma once
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#include "context.h"
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#include "glad_egl.h"
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namespace GL {
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class ContextEGL : public Context
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{
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public:
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ContextEGL(const WindowInfo& wi);
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~ContextEGL() override;
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static std::unique_ptr<Context> Create(const WindowInfo& wi, const Version* versions_to_try,
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size_t num_versions_to_try);
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void* GetProcAddress(const char* name) override;
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virtual bool ChangeSurface(const WindowInfo& new_wi) override;
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virtual void ResizeSurface(u32 new_surface_width = 0, u32 new_surface_height = 0) override;
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bool SwapBuffers() override;
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bool IsCurrent() override;
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bool MakeCurrent() override;
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bool DoneCurrent() override;
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bool SetSwapInterval(s32 interval) override;
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virtual std::unique_ptr<Context> CreateSharedContext(const WindowInfo& wi) override;
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protected:
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virtual bool SetDisplay();
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virtual EGLNativeWindowType GetNativeWindow(EGLConfig config);
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bool Initialize(const Version* versions_to_try, size_t num_versions_to_try);
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bool CreateDisplay();
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bool CreateContext(const Version& version, EGLContext share_context);
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bool CreateContextAndSurface(const Version& version, EGLContext share_context, bool make_current);
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bool CreateSurface();
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bool CreatePBufferSurface();
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bool CheckConfigSurfaceFormat(EGLConfig config, GPUTexture::Format format);
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void DestroyContext();
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void DestroySurface();
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EGLDisplay m_display = EGL_NO_DISPLAY;
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EGLSurface m_surface = EGL_NO_SURFACE;
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EGLContext m_context = EGL_NO_CONTEXT;
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EGLConfig m_config = {};
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bool m_supports_surfaceless = false;
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};
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} // namespace GL
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