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36 lines
1.3 KiB
C++
36 lines
1.3 KiB
C++
#include "OpenGLGraphicsContext.h"
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#include "Common/System/Display.h"
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#include "Common/GPU/OpenGL/GLFeatures.h"
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#include "Common/Log.h"
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#include "Core/ConfigValues.h"
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#include "Core/System.h"
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#include "Core/Config.h"
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OpenGLGraphicsContext::OpenGLGraphicsContext() {
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SetGPUBackend(GPUBackend::OPENGL);
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// NOTE: On some Android devices, OpenGL is not yet available here so calling CheckGLExtension here
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// doesn't work.
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// OpenGL handles rotated rendering in the driver.
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g_display.rotation = DisplayRotation::ROTATE_0;
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g_display.rot_matrix.setIdentity();
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}
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bool OpenGLGraphicsContext::InitSurface(WindowSystem winsys, void *data1, void *data2, std::string *errorMessage) {
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CheckGLExtensions();
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INFO_LOG(Log::G3D, "OpenGLGraphicsContext::InitSurface");
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draw_ = Draw::T3DCreateGLContext(false); // Can't fail
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renderManager_ = (GLRenderManager *)draw_->GetNativeObject(Draw::NativeObject::RENDER_MANAGER);
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// TODO: In VR mode, we don't want a lot of inflight frames.
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renderManager_->SetInflightFrames(g_Config.iInflightFrames);
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const bool result = draw_->CreatePresets();
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_dbg_assert_(result);
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return true;
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}
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void OpenGLGraphicsContext::ShutdownSurface() {
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INFO_LOG(Log::G3D, "OpenGLGraphicsContext::Shutdown");
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renderManager_ = nullptr; // owned by draw_.
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delete draw_;
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draw_ = nullptr;
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}
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