mirror of https://github.com/mgba-emu/mgba.git
Qt: Fix compilation with OpenGL ES 2
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82f78ba37e
commit
f039234055
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@ -5,7 +5,7 @@
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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#include "DisplayGL.h"
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#if defined(BUILD_GL) || defined(BUILD_GLES)
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#if defined(BUILD_GL) || defined(BUILD_GLES2)
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#include "CoreController.h"
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@ -5,7 +5,7 @@
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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#pragma once
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#if defined(BUILD_GL) || defined(BUILD_GLES)
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#if defined(BUILD_GL) || defined(BUILD_GLES2)
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#include "Display.h"
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@ -289,13 +289,13 @@ SettingsView::SettingsView(ConfigController* controller, InputController* inputC
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}
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SettingsView::~SettingsView() {
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#if defined(BUILD_GL) || defined(BUILD_GLES)
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#if defined(BUILD_GL) || defined(BUILD_GLES2)
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setShaderSelector(nullptr);
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#endif
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}
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void SettingsView::setShaderSelector(ShaderSelector* shaderSelector) {
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#if defined(BUILD_GL) || defined(BUILD_GLES)
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#if defined(BUILD_GL) || defined(BUILD_GLES2)
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if (m_shader) {
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auto items = m_ui.tabs->findItems(tr("Shaders"), Qt::MatchFixedString);
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for (const auto& item : items) {
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@ -21,7 +21,7 @@
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#include <mgba-util/vfs.h>
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#include "platform/video-backend.h"
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#if defined(BUILD_GL) || defined(BUILD_GLES)
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#if defined(BUILD_GL) || defined(BUILD_GLES2)
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#if !defined(_WIN32) || defined(USE_EPOXY)
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#include "platform/opengl/gles2.h"
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@ -5,7 +5,7 @@
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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#pragma once
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#if defined(BUILD_GL) || defined(BUILD_GLES)
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#if defined(BUILD_GL) || defined(BUILD_GLES2)
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#include <QDialog>
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@ -400,7 +400,7 @@ void Window::exportSharkport() {
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void Window::openSettingsWindow() {
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SettingsView* settingsWindow = new SettingsView(m_config, &m_inputController, m_shortcutController);
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#if defined(BUILD_GL) || defined(BUILD_GLES)
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#if defined(BUILD_GL) || defined(BUILD_GLES2)
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if (m_display->supportsShaders()) {
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settingsWindow->setShaderSelector(m_shaderView.get());
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}
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@ -795,7 +795,7 @@ void Window::reloadDisplayDriver() {
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detachWidget(m_display.get());
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}
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m_display = std::move(std::unique_ptr<Display>(Display::create(this)));
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#if defined(BUILD_GL) || defined(BUILD_GLES)
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#if defined(BUILD_GL) || defined(BUILD_GLES2)
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m_shaderView.reset();
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m_shaderView = std::make_unique<ShaderSelector>(m_display.get(), m_config);
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#endif
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@ -814,7 +814,7 @@ void Window::reloadDisplayDriver() {
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const mCoreOptions* opts = m_config->options();
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m_display->lockAspectRatio(opts->lockAspectRatio);
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m_display->filter(opts->resampleVideo);
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#if defined(BUILD_GL) || defined(BUILD_GLES)
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#if defined(BUILD_GL) || defined(BUILD_GLES2)
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if (opts->shader) {
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struct VDir* shader = VDirOpen(opts->shader);
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if (shader && m_display->supportsShaders()) {
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@ -191,7 +191,7 @@ private:
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QMenu* m_videoLayers;
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QMenu* m_audioChannels;
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ShortcutController* m_shortcutController;
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#if defined(BUILD_GL) || defined(BUILD_GLES)
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#if defined(BUILD_GL) || defined(BUILD_GLES2)
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std::unique_ptr<ShaderSelector> m_shaderView;
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#endif
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bool m_fullscreenOnStart = false;
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