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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@@ -54,7 +54,7 @@ Emulator::Emulator()
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#ifdef PANDA3DS_ENABLE_VULKAN
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if (config.rendererType == RendererType::Vulkan) {
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// window = SDL_CreateWindow("Alber", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, width, height, SDL_WINDOW_VULKAN);
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window = SDL_CreateWindow("Alber", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, width, height, SDL_WINDOW_VULKAN);
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if (window == nullptr) {
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// Helpers::panic("Window creation failed: %s", SDL_GetError());
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@@ -457,7 +457,7 @@ bool Emulator::loadELF(std::ifstream& file) {
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}
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// Reset our graphics context and initialize the GPU's graphics context
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void Emulator::initGraphicsContext() { gpu.initGraphicsContext(); }
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void Emulator::initGraphicsContext() { gpu.initGraphicsContext(window); }
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#ifdef PANDA3DS_ENABLE_HTTP_SERVER
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void Emulator::pollHttpServer() {
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