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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@@ -16,6 +16,7 @@ enum class RendererType : s8 {
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};
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class GPU;
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class SDL_Window;
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class Renderer {
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protected:
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@@ -42,7 +43,7 @@ class Renderer {
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virtual void reset() = 0;
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virtual void display() = 0; // Display the 3DS screen contents to the window
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virtual void initGraphicsContext() = 0; // Initialize graphics context
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virtual void initGraphicsContext(SDL_Window* window) = 0; // Initialize graphics context
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virtual void clearBuffer(u32 startAddress, u32 endAddress, u32 value, u32 control) = 0; // Clear a GPU buffer in VRAM
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virtual void displayTransfer(u32 inputAddr, u32 outputAddr, u32 inputSize, u32 outputSize, u32 flags) = 0; // Perform display transfer
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virtual void drawVertices(PICA::PrimType primType, std::span<const PICA::Vertex> vertices) = 0; // Draw the given vertices
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