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GLContext: Use host connection
This also removes the need for a sleeping event thread.
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parent
1d827a5223
commit
9c57a98723
18 changed files with 68 additions and 97 deletions
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@ -27,7 +27,7 @@ std::unique_ptr<GLContext> g_main_gl_context;
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GLContext::~GLContext() = default;
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bool GLContext::Initialize(void* window_handle, bool stereo, bool core)
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bool GLContext::Initialize(void* display_handle, void* window_handle, bool stereo, bool core)
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{
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return false;
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}
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@ -37,12 +37,6 @@ bool GLContext::Initialize(GLContext* main_context)
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return false;
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}
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void GLContext::SetBackBufferDimensions(u32 w, u32 h)
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{
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m_backbuffer_width = w;
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m_backbuffer_height = h;
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}
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bool GLContext::IsHeadless() const
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{
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return true;
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@ -88,7 +82,8 @@ void* GLContext::GetFuncAddress(const std::string& name)
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return nullptr;
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}
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std::unique_ptr<GLContext> GLContext::Create(void* window_handle, bool stereo, bool core)
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std::unique_ptr<GLContext> GLContext::Create(void* display_handle, void* window_handle, bool stereo,
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bool core)
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{
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std::unique_ptr<GLContext> context;
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#if defined(__APPLE__)
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@ -108,7 +103,7 @@ std::unique_ptr<GLContext> GLContext::Create(void* window_handle, bool stereo, b
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#else
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return nullptr;
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#endif
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if (!context->Initialize(window_handle, stereo, core))
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if (!context->Initialize(display_handle, window_handle, stereo, core))
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return nullptr;
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return context;
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