Add SDL_Window to initGraphicsContext prototype
This value is needed for vulkan to properly allocate a surface, and would benefit OpenGL to move more of its initialization code into here rather than in `emulator.cpp`.
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@@ -83,7 +83,7 @@ class GPU {
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bool lightingLUTDirty = false;
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GPU(Memory& mem, EmulatorConfig& config);
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void initGraphicsContext() { renderer->initGraphicsContext(); }
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void initGraphicsContext(SDL_Window* window) { renderer->initGraphicsContext(window); }
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void display() { renderer->display(); }
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void screenshot(const std::string& name) { renderer->screenshot(name); }
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@@ -103,9 +103,7 @@ class GPU {
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// TODO: Emulate the transfer engine & its registers
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// Then this can be emulated by just writing the appropriate values there
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void clearBuffer(u32 startAddress, u32 endAddress, u32 value, u32 control) {
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renderer->clearBuffer(startAddress, endAddress, value, control);
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}
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void clearBuffer(u32 startAddress, u32 endAddress, u32 value, u32 control) { renderer->clearBuffer(startAddress, endAddress, value, control); }
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// TODO: Emulate the transfer engine & its registers
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// Then this can be emulated by just writing the appropriate values there
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