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0e3a84b4a8
It works after the move, on Windows and Android at least. Deletes the D3DX9 shader compiler loader, which was not used.
42 lines
1.1 KiB
C++
42 lines
1.1 KiB
C++
#pragma once
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#include "Common/GPU/OpenGL/GLCommon.h"
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#include "libretro/LibretroGraphicsContext.h"
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#include "Common/GPU/OpenGL/GLRenderManager.h"
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class LibretroGLContext : public LibretroHWRenderContext {
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public:
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LibretroGLContext()
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#ifdef USING_GLES2
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: LibretroHWRenderContext(RETRO_HW_CONTEXT_OPENGLES2)
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#else
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: LibretroHWRenderContext(RETRO_HW_CONTEXT_OPENGL)
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#endif
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{
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hw_render_.bottom_left_origin = true;
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}
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bool Init() override;
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void CreateDrawContext() override;
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void DestroyDrawContext() override;
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void SetRenderTarget() override {
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extern GLuint g_defaultFBO;
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g_defaultFBO = hw_render_.get_current_framebuffer();
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}
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void ThreadStart() override { renderManager_->ThreadStart(draw_); }
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bool ThreadFrame() override { return renderManager_->ThreadFrame(); }
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void ThreadEnd() override { renderManager_->ThreadEnd(); }
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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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GPUCore GetGPUCore() override { return GPUCORE_GLES; }
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const char *Ident() override { return "OpenGL"; }
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private:
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GLRenderManager *renderManager_ = nullptr;
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bool glewInitDone = false;
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};
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