dolphin/Source/Core/DolphinWX/Src/GLInterface.h

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// Copyright 2013 Dolphin Emulator Project
// Licensed under GPLv2
// Refer to the license.txt file included.
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#ifndef _GLINTERFACE_H_
#define _GLINTERFACE_H_
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#if USE_EGL
#include "GLInterface/Platform.h"
#else
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#include "Thread.h"
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#ifdef ANDROID
#include <GLES2/gl2.h>
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#include <GLES2/gl2ext.h>
#include <EGL/egl.h>
#include "GLInterface/EGL.h"
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#elif defined(USE_EGL) && USE_EGL
#include "GLInterface/EGL.h"
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#elif defined(__APPLE__)
#include "GLInterface/AGL.h"
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#elif defined(_WIN32)
#include "GLInterface/WGL.h"
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#elif defined(HAVE_X11) && HAVE_X11
#include "GLInterface/GLX.h"
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#else
#error Platform doesnt have a GLInterface
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#endif
typedef struct {
#if defined(USE_EGL) && USE_EGL // This is currently a X11/EGL implementation for desktop
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int screen;
EGLSurface egl_surf;
EGLContext egl_ctx;
EGLDisplay egl_dpy;
int x, y;
unsigned int width, height;
#elif defined(__APPLE__)
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NSView *cocoaWin;
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NSOpenGLContext *cocoaCtx;
#elif defined(HAVE_X11) && HAVE_X11
int screen;
Window win;
Window parent;
// dpy used for glx stuff, evdpy for window events etc.
// evdpy is to be used by XEventThread only
Display *dpy, *evdpy;
XVisualInfo *vi;
GLXContext ctx;
XSetWindowAttributes attr;
std::thread xEventThread;
int x, y;
unsigned int width, height;
#endif
} GLWindow;
extern cInterfaceBase *GLInterface;
extern GLWindow GLWin;
#endif
#endif