/* 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 . */ #pragma once #include "common/GL/Context.h" #include "glad_wgl.h" #include "glad.h" #ifndef WIN32_LEAN_AND_MEAN #define WIN32_LEAN_AND_MEAN #endif #include #include namespace GL { class ContextWGL final : public Context { public: ContextWGL(const WindowInfo& wi); ~ContextWGL() override; static std::unique_ptr Create(const WindowInfo& wi, gsl::span versions_to_try); void* GetProcAddress(const char* name) override; bool ChangeSurface(const WindowInfo& new_wi) override; void ResizeSurface(u32 new_surface_width = 0, u32 new_surface_height = 0) override; bool SwapBuffers() override; bool MakeCurrent() override; bool DoneCurrent() override; bool SetSwapInterval(s32 interval) override; std::unique_ptr CreateSharedContext(const WindowInfo& wi) override; private: __fi HWND GetHWND() const { return static_cast(m_wi.window_handle); } HDC GetDCAndSetPixelFormat(HWND hwnd); bool Initialize(gsl::span versions_to_try); bool InitializeDC(); void ReleaseDC(); bool CreatePBuffer(); bool CreateAnyContext(HGLRC share_context, bool make_current); bool CreateVersionContext(const Version& version, HGLRC share_context, bool make_current); HDC m_dc = {}; HGLRC m_rc = {}; // Can't change pixel format once it's set for a RC. std::optional m_pixel_format; // Dummy window for creating a PBuffer off when we're surfaceless. HWND m_dummy_window = {}; HDC m_dummy_dc = {}; HPBUFFERARB m_pbuffer = {}; }; } // namespace GL