* externals: Update dynarmic * settings: Introduce GraphicsAPI enum * For now it's OpenGL only but will be expanded upon later * citra_qt: Introduce backend agnostic context management * Mostly a direct port from yuzu * core: Simplify context acquire * settings: Add option to create debug contexts * renderer_opengl: Abstract initialization to Driver * This commit also updates glad and adds some useful extensions which we will use in part 2 * Rasterizer construction is moved to the specific renderer instead of RendererBase. Software rendering has been disable to achieve this but will be brought back in the next commit. * video_core: Remove Init/Shutdown methods from renderer * The constructor and destructor can do the same job * In addition move opengl function loading to Qt since SDL already does this. Also remove ErrorVideoCore which is never reached * citra_qt: Decouple software renderer from opengl part 1 * citra: Decouple software renderer from opengl part 2 * android: Decouple software renderer from opengl part 3 * swrasterizer: Decouple software renderer from opengl part 4 * This commit simply enforces the renderer naming conventions in the software renderer * video_core: Move RendererBase to VideoCore * video_core: De-globalize screenshot state * video_core: Pass system to the renderers * video_core: Commonize shader uniform data * video_core: Abstract backend agnostic rasterizer operations * bootmanager: Remove references to OpenGL for macOS OpenGL macOS headers definitions clash heavily with each other * citra_qt: Proper title for api settings * video_core: Reduce boost usage * bootmanager: Fix hide mouse option Remove event handlers from RenderWidget for events that are already handled by the parent GRenderWindow. Also enable mouse tracking on the RenderWidget. * android: Remove software from graphics api list * code: Address review comments * citra: Port per-game settings read * Having to update the default value for all backends is a pain so lets centralize it * android: Rename to OpenGLES --------- Co-authored-by: MerryMage <MerryMage@users.noreply.github.com> Co-authored-by: Vitor Kiguchi <vitor-kiguchi@hotmail.com>
36 lines
956 B
C++
36 lines
956 B
C++
// Copyright 2023 Citra Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#pragma once
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#include <memory>
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#include "citra/emu_window/emu_window_sdl2.h"
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struct SDL_Window;
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class EmuWindow_SDL2_GL : public EmuWindow_SDL2 {
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public:
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explicit EmuWindow_SDL2_GL(bool fullscreen, bool is_secondary);
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~EmuWindow_SDL2_GL();
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void Present() override;
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std::unique_ptr<GraphicsContext> CreateSharedContext() const override;
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void MakeCurrent() override;
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void DoneCurrent() override;
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void SaveContext() override;
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void RestoreContext() override;
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private:
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using SDL_GLContext = void*;
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/// The OpenGL context associated with the window
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SDL_GLContext window_context;
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/// Used by SaveContext and RestoreContext
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SDL_GLContext last_saved_context;
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/// The OpenGL context associated with the core
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std::unique_ptr<Frontend::GraphicsContext> core_context;
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};
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