/* PCSX2 - PS2 Emulator for PCs * Copyright (C) 2002-2021 PCSX2 Dev Team * * PCSX2 is free software: you can redistribute it and/or modify it under the terms * of the GNU Lesser General Public License as published by the Free Software Found- * ation, either version 3 of the License, or (at your option) any later version. * * PCSX2 is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; * without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR * PURPOSE. See the GNU General Public License for more details. * * You should have received a copy of the GNU General Public License along with PCSX2. * If not, see . */ #include "common/PrecompiledHeader.h" #include "ContextEGLWayland.h" #include namespace GL { ContextEGLWayland::ContextEGLWayland(const WindowInfo& wi) : ContextEGL(wi) { } ContextEGLWayland::~ContextEGLWayland() { if (m_wl_window) wl_egl_window_destroy(m_wl_window); } std::unique_ptr ContextEGLWayland::Create(const WindowInfo& wi, const Version* versions_to_try, size_t num_versions_to_try) { std::unique_ptr context = std::make_unique(wi); if (!context->Initialize(versions_to_try, num_versions_to_try)) return nullptr; return context; } std::unique_ptr ContextEGLWayland::CreateSharedContext(const WindowInfo& wi) { std::unique_ptr context = std::make_unique(wi); context->m_display = m_display; if (!context->CreateContextAndSurface(m_version, m_context, false)) return nullptr; return context; } void ContextEGLWayland::ResizeSurface(u32 new_surface_width, u32 new_surface_height) { if (m_wl_window) wl_egl_window_resize(m_wl_window, new_surface_width, new_surface_height, 0, 0); ContextEGL::ResizeSurface(new_surface_width, new_surface_height); } EGLNativeWindowType ContextEGLWayland::GetNativeWindow(EGLConfig config) { if (m_wl_window) { wl_egl_window_destroy(m_wl_window); m_wl_window = nullptr; } m_wl_window = wl_egl_window_create(static_cast(m_wi.window_handle), m_wi.surface_width, m_wi.surface_height); if (!m_wl_window) return {}; return reinterpret_cast(m_wl_window); } } // namespace GL