2021-07-08 13:35:21 +00:00
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/* PCSX2 - PS2 Emulator for PCs
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* Copyright (C) 2002-2021 PCSX2 Dev Team
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*
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* PCSX2 is free software: you can redistribute it and/or modify it under the terms
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* of the GNU Lesser General Public License as published by the Free Software Found-
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* ation, either version 3 of the License, or (at your option) any later version.
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*
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* PCSX2 is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
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* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
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* PURPOSE. See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License along with PCSX2.
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* If not, see <http://www.gnu.org/licenses/>.
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*/
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#pragma once
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#include "common/GL/Context.h"
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#include "glad_egl.h"
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namespace GL
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{
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class ContextEGL : public Context
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{
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public:
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ContextEGL(const WindowInfo& wi);
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~ContextEGL() override;
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2022-01-10 06:13:27 +00:00
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static std::unique_ptr<Context> Create(const WindowInfo& wi, gsl::span<const Version> versions_to_try);
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2021-07-08 13:35:21 +00:00
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void* GetProcAddress(const char* name) override;
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virtual bool ChangeSurface(const WindowInfo& new_wi) override;
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virtual void ResizeSurface(u32 new_surface_width = 0, u32 new_surface_height = 0) override;
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bool SwapBuffers() override;
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bool MakeCurrent() override;
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bool DoneCurrent() override;
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bool SetSwapInterval(s32 interval) override;
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virtual std::unique_ptr<Context> CreateSharedContext(const WindowInfo& wi) override;
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protected:
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virtual bool SetDisplay();
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virtual EGLNativeWindowType GetNativeWindow(EGLConfig config);
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2022-01-10 06:13:27 +00:00
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bool Initialize(gsl::span<const Version> versions_to_try);
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2021-07-08 13:35:21 +00:00
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bool CreateDisplay();
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bool CreateContext(const Version& version, EGLContext share_context);
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bool CreateContextAndSurface(const Version& version, EGLContext share_context, bool make_current);
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bool CreateSurface();
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bool CreatePBufferSurface();
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bool CheckConfigSurfaceFormat(EGLConfig config) const;
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void DestroyContext();
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void DestroySurface();
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EGLDisplay m_display = EGL_NO_DISPLAY;
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EGLSurface m_surface = EGL_NO_SURFACE;
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EGLContext m_context = EGL_NO_CONTEXT;
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EGLConfig m_config = {};
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bool m_supports_surfaceless = false;
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};
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} // namespace GL
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