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VideoBackends: Pass window system info from host on creation
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parent
9c57a98723
commit
eb284b5d66
26 changed files with 148 additions and 75 deletions
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@ -82,8 +82,7 @@ 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* display_handle, void* window_handle, bool stereo,
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bool core)
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std::unique_ptr<GLContext> GLContext::Create(const WindowSystemInfo& wsi, bool stereo, 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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@ -103,7 +102,7 @@ std::unique_ptr<GLContext> GLContext::Create(void* display_handle, void* window_
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#else
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return nullptr;
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#endif
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if (!context->Initialize(display_handle, window_handle, stereo, core))
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if (!context->Initialize(wsi.display_connection, wsi.render_surface, stereo, core))
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return nullptr;
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return context;
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@ -8,6 +8,7 @@
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#include <string>
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#include "Common/CommonTypes.h"
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#include "Common/WindowSystemInfo.h"
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class GLContext
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{
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@ -44,8 +45,8 @@ public:
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virtual void* GetFuncAddress(const std::string& name);
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// Creates an instance of GLInterface specific to the platform we are running on.
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static std::unique_ptr<GLContext> Create(void* display_handle, void* window_handle,
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bool stereo = false, bool core = true);
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static std::unique_ptr<GLContext> Create(const WindowSystemInfo& wsi, bool stereo = false,
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bool core = true);
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protected:
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virtual bool Initialize(void* display_handle, void* window_handle, bool stereo, bool core);
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35
Source/Core/Common/WindowSystemInfo.h
Normal file
35
Source/Core/Common/WindowSystemInfo.h
Normal file
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@ -0,0 +1,35 @@
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// Copyright 2018 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#pragma once
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enum class WindowSystemType
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{
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Headless,
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Windows,
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MacOS,
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Android,
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X11,
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Wayland
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};
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struct WindowSystemInfo
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{
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WindowSystemInfo() = default;
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WindowSystemInfo(WindowSystemType type_, void* display_connection_, void* render_surface_)
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: type(type_), display_connection(display_connection_), render_surface(render_surface_)
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{
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}
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// Window system type. Determines which GL context or Vulkan WSI is used.
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WindowSystemType type = WindowSystemType::Headless;
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// Connection to a display server. This is used on X11 and Wayland platforms.
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void* display_connection = nullptr;
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// Render surface. This is a pointer to the native window handle, which depends
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// on the platform. e.g. HWND for Windows, Window for X11. If the surface is
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// set to nullptr, the video backend will run in headless mode.
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void* render_surface = nullptr;
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};
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