// Copyright (c) 2026- 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 #include "Common/GPU/OpenGL/OpenGLGraphicsContext.h" struct ANativeWindow; // Owns EGL for the OpenGL backend on Android. Until 2026 this was Java's job, through a // GLSurfaceView (NativeRenderer.java / NativeGLSurfaceView.java, the "JavaGL" path). // // The point is not EGL itself but who owns the render thread. With GLSurfaceView, Java created // the thread and the context and called us back, so a lost context was only ever observable // after the fact, as a second onSurfaceCreated - which forced app-android.cpp to tear down and // restart the emu thread from inside a JNI callback. Owning EGL here lets the GL backend use the // same lifecycle as Vulkan: we start a render thread when we get a surface and join it when the // surface goes away, which is the whole reason this exists. class AndroidEGLGraphicsContext : public OpenGLGraphicsContext { public: // Note: not just DestroyEGL(). The base destructor deletes the thin3d context, which still // makes GL calls, so EGL has to outlive it - ShutdownSurface() gets that order right, and is // a no-op if the render loop already called it. ~AndroidEGLGraphicsContext() override { ShutdownSurface(); } // Must be called on the thread that will become the render thread - the GL context ends up // current on the calling thread. data1 is the ANativeWindow, as on the Vulkan path. bool InitSurface(WindowSystem winsys, void *data1, void *data2, std::string *errorMessage) override; void ShutdownSurface() override; protected: bool CanChangeSwapInterval() const override; private: // Picks a config, from the most to the least desirable. Fills in config_. bool ChooseConfig(bool wantGLES3, std::string *errorMessage); void DestroyEGL(); EGLDisplay display_ = EGL_NO_DISPLAY; EGLSurface surface_ = EGL_NO_SURFACE; EGLContext context_ = EGL_NO_CONTEXT; EGLConfig config_ = nullptr; // Not owned - the caller releases it after the render loop exits. ANativeWindow *wnd_ = nullptr; };