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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@@ -72,7 +72,7 @@ class RendererGL final : public Renderer {
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void reset() override;
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void display() override; // Display the 3DS screen contents to the window
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void initGraphicsContext() override; // Initialize graphics context
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void initGraphicsContext(SDL_Window* window) override; // Initialize graphics context
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void clearBuffer(u32 startAddress, u32 endAddress, u32 value, u32 control) override; // Clear a GPU buffer in VRAM
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void displayTransfer(u32 inputAddr, u32 outputAddr, u32 inputSize, u32 outputSize, u32 flags) override; // Perform display transfer
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void drawVertices(PICA::PrimType primType, std::span<const PICA::Vertex> vertices) override; // Draw the given vertices
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