// Copyright (c) 2012- PPSSPP Project. // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation, version 2.0 or later versions. // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License 2.0 for more details. // A copy of the GPL 2.0 should have been included with the program. // If not, see http://www.gnu.org/licenses/ // Official git repository and contact information can be found at // https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/. #pragma once #include "ppsspp_config.h" #if PPSSPP_PLATFORM(ANDROID) #include #include "Common/GPU/GraphicsContext.h" #include "Common/GPU/OpenGL/GLRenderManager.h" // An OpenGL ES context with no window, for running headless from adb shell. It renders into an // EGL pbuffer, which stands in for the backbuffer. class AndroidHeadlessGLContext : public GraphicsContext { public: AndroidHeadlessGLContext(int width, int height) : width_(width), height_(height) {} ~AndroidHeadlessGLContext() { delete draw_; } bool InitAPI(void *wnd, std::string *deviceNameSetting, std::string *errorMessage) override; bool InitSurface(WindowSystem winsys, void *data1, void *data2, std::string *errorMessage) override { return true; } void ShutdownSurface() override; bool NeedsSeparateEmuThread() const override { return true; } Draw::DrawContext *GetDrawContext() override { return draw_; } void ThreadStart() override { renderManager_->ThreadStart(draw_); } bool ThreadFrame() override { return renderManager_->ThreadFrame(); } void ThreadEnd() override { renderManager_->ThreadEnd(); } void Resize() override {} // Call from emu thread void NotifyEmuThreadExit() override { renderManager_->NotifyEmuThreadExit(); } private: Draw::DrawContext *draw_ = nullptr; GLRenderManager *renderManager_ = nullptr; EGLDisplay display_ = EGL_NO_DISPLAY; EGLSurface surface_ = EGL_NO_SURFACE; EGLContext context_ = EGL_NO_CONTEXT; int width_; int height_; }; #endif