VideoBackends: Make it possible for PrepareWindow to change the surface
Again, needed for MoltenVK.
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86db015c23
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@ -233,12 +233,13 @@ bool Init(std::unique_ptr<BootParameters> boot, const WindowSystemInfo& wsi)
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Host_UpdateMainFrame(); // Disable any menus or buttons at boot
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// Issue any API calls which must occur on the main thread for the graphics backend.
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g_video_backend->PrepareWindow(wsi);
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WindowSystemInfo prepared_wsi(wsi);
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g_video_backend->PrepareWindow(prepared_wsi);
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// Start the emu thread
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s_done_booting.Reset();
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s_is_booting.Set();
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s_emu_thread = std::thread(EmuThread, std::move(boot), wsi);
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s_emu_thread = std::thread(EmuThread, std::move(boot), prepared_wsi);
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return true;
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}
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@ -18,6 +18,6 @@ public:
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std::string GetName() const override { return "Vulkan"; }
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std::string GetDisplayName() const override { return _trans("Vulkan"); }
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void InitBackendInfo() override;
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void PrepareWindow(const WindowSystemInfo& wsi) override;
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void PrepareWindow(WindowSystemInfo& wsi) override;
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};
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} // namespace Vulkan
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@ -304,7 +304,7 @@ static bool IsRunningOnMojaveOrHigher()
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}
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#endif
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void VideoBackend::PrepareWindow(const WindowSystemInfo& wsi)
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void VideoBackend::PrepareWindow(WindowSystemInfo& wsi)
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{
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#if defined(VK_USE_PLATFORM_MACOS_MVK)
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// This is kinda messy, but it avoids having to write Objective C++ just to create a metal layer.
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@ -47,7 +47,7 @@ public:
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// Prepares a native window for rendering. This is called on the main thread, or the
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// thread which owns the window.
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virtual void PrepareWindow(const WindowSystemInfo& wsi) {}
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virtual void PrepareWindow(WindowSystemInfo& wsi) {}
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static std::string BadShaderFilename(const char* shader_stage, int counter);
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