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https://github.com/hrydgard/ppsspp.git
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54 lines
1.4 KiB
C++
54 lines
1.4 KiB
C++
#include "ppsspp_config.h"
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#include <SDL3/SDL.h>
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#include <string>
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#include "Common/GPU/OpenGL/GLRenderManager.h"
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#include "Common/GPU/OpenGL/GLCommon.h"
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#include "Common/GPU/GraphicsContext.h"
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class SDLGLGraphicsContext : public GraphicsContext {
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public:
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SDLGLGraphicsContext() {}
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bool InitAPI(void *wnd, std::string *deviceName, std::string *errorMessage) override;
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void ShutdownAPI() override;
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// Returns 0 on success.
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// data1 should be the SDL_Window pointer, data2 is the SDL_WindowFlags.
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bool InitSurface(WindowSystem winsys, void *data1, void *data2, std::string *error_message) override;
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void ShutdownSurface() override;
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bool NeedsSeparateEmuThread() const override { return true; }
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void Resize() override {}
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Draw::DrawContext *GetDrawContext() override {
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return draw_;
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}
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void ThreadStart() override {
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renderManager_->ThreadStart(draw_);
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}
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bool ThreadFrame() override {
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return renderManager_->ThreadFrame();
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}
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void ThreadEnd() override {
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renderManager_->ThreadEnd();
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}
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void NotifyEmuThreadExit() override {
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renderManager_->NotifyEmuThreadExit();
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}
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private:
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Draw::DrawContext *draw_ = nullptr;
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SDL_Window *window_ = nullptr;
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SDL_GLContext glContext_ = nullptr;
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GLRenderManager *renderManager_ = nullptr;
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};
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SDL_Window *CreateSDLGLWindowAndContext(int x, int y, int w, int h, int mode, int forceGLVersion, SDL_GLContext *glContextOut, std::string *errorMessage);
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