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2bec3bf3ac
Otherwise, we end up hanging in the loop waiting for emuThreadState to become STOPPED. It actually has, but ThreadFrame() will block until a new frame is queued... while will never happen, because the emuthread has stopped.
49 lines
1.3 KiB
C++
49 lines
1.3 KiB
C++
#pragma once
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#include <string>
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#include "thin3d/thin3d.h"
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// Init is done differently on each platform, and done close to the creation, so it's
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// expected to be implemented by subclasses.
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class GraphicsContext {
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public:
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virtual ~GraphicsContext() {}
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virtual bool InitFromRenderThread(std::string *errorMessage) { return true; }
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virtual void ShutdownFromRenderThread() {}
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virtual void Shutdown() = 0;
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virtual void SwapInterval(int interval) = 0;
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virtual void SwapBuffers() = 0;
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// Used during window resize. Must be called from the window thread,
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// not the rendering thread or CPU thread.
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virtual void Pause() {}
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virtual void Resume() {}
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virtual void Resize() = 0;
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// Needs casting to the appropriate type, unfortunately. Should find a better solution..
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virtual void *GetAPIContext() { return nullptr; }
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// Called from the render thread from threaded backends.
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virtual void ThreadStart() {}
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virtual bool ThreadFrame() { return true; }
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virtual void ThreadEnd() {}
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virtual void StopThread() {}
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virtual Draw::DrawContext *GetDrawContext() = 0;
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};
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class DummyGraphicsContext : public GraphicsContext {
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public:
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void Shutdown() override {}
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void SwapInterval(int interval) override {}
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void SwapBuffers() override {}
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void Resize() override {}
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Draw::DrawContext *GetDrawContext() override { return nullptr; }
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};
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