#pragma once #include #include "Common/GPU/thin3d.h" // Init is done differently on each platform, and done close to the creation, so it's // expected to be implemented by subclasses. class GraphicsContext { public: virtual ~GraphicsContext() = default; virtual bool InitFromRenderThread(std::string *errorMessage) { return true; } virtual void ShutdownFromRenderThread() {} virtual void Shutdown() = 0; // Used during window resize. Must be called from the window thread, // not the rendering thread or CPU thread. virtual void Pause() {} virtual void Resume() {} virtual void Resize() = 0; // Needs casting to the appropriate type, unfortunately. Should find a better solution.. virtual void *GetAPIContext() { return nullptr; } // Called from the render thread from threaded backends. virtual void ThreadStart() {} virtual bool ThreadFrame() { return true; } virtual void ThreadEnd() {} virtual void StopThread() {} // Useful for checks that need to be performed every frame. // Should strive to get rid of these. virtual void Poll() {} virtual Draw::DrawContext *GetDrawContext() = 0; };