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8b431b39ba
* Wrap the display globals in a struct Makes it easier to search/replace these, for future refactorings. * Some renaming * Qt buildfix, also fix the Qt build on Mac (got broken with battery changes) * Attempt at buildfixing ios * UWP buildfix
46 lines
1.6 KiB
C++
46 lines
1.6 KiB
C++
#include "AndroidJavaGLContext.h"
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#include "Common/System/Display.h"
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#include "Common/GPU/OpenGL/GLFeatures.h"
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#include "Common/Log.h"
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#include "Core/Config.h"
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#include "Core/ConfigValues.h"
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#include "Core/System.h"
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AndroidJavaEGLGraphicsContext::AndroidJavaEGLGraphicsContext() {
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SetGPUBackend(GPUBackend::OPENGL);
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}
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bool AndroidJavaEGLGraphicsContext::InitFromRenderThread(ANativeWindow *wnd, int desiredBackbufferSizeX, int desiredBackbufferSizeY, int backbufferFormat, int androidVersion) {
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INFO_LOG(G3D, "AndroidJavaEGLGraphicsContext::InitFromRenderThread");
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if (!CheckGLExtensions()) {
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ERROR_LOG(G3D, "CheckGLExtensions failed - not gonna attempt starting up.");
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state_ = GraphicsContextState::FAILED_INIT;
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return false;
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}
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// OpenGL handles rotated rendering in the driver.
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g_display.rotation = DisplayRotation::ROTATE_0;
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g_display.rot_matrix.setIdentity();
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draw_ = Draw::T3DCreateGLContext(); // Can't fail
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renderManager_ = (GLRenderManager *)draw_->GetNativeObject(Draw::NativeObject::RENDER_MANAGER);
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renderManager_->SetInflightFrames(g_Config.iInflightFrames);
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if (!draw_->CreatePresets()) {
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// This can't really happen now that compilation is async - they're only really queued for compile here.
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_assert_msg_(false, "Failed to compile preset shaders");
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state_ = GraphicsContextState::FAILED_INIT;
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return false;
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}
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state_ = GraphicsContextState::INITIALIZED;
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return true;
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}
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void AndroidJavaEGLGraphicsContext::ShutdownFromRenderThread() {
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INFO_LOG(G3D, "AndroidJavaEGLGraphicsContext::Shutdown");
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renderManager_ = nullptr; // owned by draw_.
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delete draw_;
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draw_ = nullptr;
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state_ = GraphicsContextState::SHUTDOWN;
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}
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