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![Henrik Rydgård](/assets/img/avatar_default.png)
It works after the move, on Windows and Android at least. Deletes the D3DX9 shader compiler loader, which was not used.
63 lines
1.4 KiB
C++
63 lines
1.4 KiB
C++
#pragma once
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#include <thread>
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#include <string>
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#include <functional>
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#include "AndroidGraphicsContext.h"
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#include "Common/GPU/OpenGL/GLRenderManager.h"
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#include "Common/GPU/thin3d_create.h"
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// Doesn't do much. Just to fit in.
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class AndroidJavaEGLGraphicsContext : public AndroidGraphicsContext {
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public:
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AndroidJavaEGLGraphicsContext();
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~AndroidJavaEGLGraphicsContext() {
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delete draw_;
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}
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bool Initialized() override {
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return draw_ != nullptr;
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}
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// This performs the actual initialization,
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bool InitFromRenderThread(ANativeWindow *wnd, int desiredBackbufferSizeX, int desiredBackbufferSizeY, int backbufferFormat, int androidVersion) override;
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void ShutdownFromRenderThread() override;
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void Shutdown() override;
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void SwapBuffers() override {}
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void SwapInterval(int interval) override {}
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void Resize() override {}
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Draw::DrawContext *GetDrawContext() override {
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return draw_;
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}
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void ThreadStart() override {
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renderManager_->ThreadStart(draw_);
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}
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bool ThreadFrame() override {
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return renderManager_->ThreadFrame();
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}
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void BeginAndroidShutdown() override {
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renderManager_->SetSkipGLCalls();
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}
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void ThreadEnd() override {
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renderManager_->ThreadEnd();
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}
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void StopThread() override {
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renderManager_->WaitUntilQueueIdle();
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renderManager_->StopThread();
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}
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private:
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Draw::DrawContext *draw_ = nullptr;
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GLRenderManager *renderManager_ = nullptr;
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};
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