Rewrite host GPU abstraction
- Don't have to repeat the same thing for 4 renderers. - Add native Metal renderer.
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36
src/util/gl/context_egl_wayland.h
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36
src/util/gl/context_egl_wayland.h
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// SPDX-FileCopyrightText: 2019-2022 Connor McLaughlin <stenzek@gmail.com>
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// SPDX-License-Identifier: (GPL-3.0 OR CC-BY-NC-ND-4.0)
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#pragma once
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#include "context_egl.h"
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#include <wayland-egl.h>
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namespace GL {
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class ContextEGLWayland final : public ContextEGL
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{
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public:
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ContextEGLWayland(const WindowInfo& wi);
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~ContextEGLWayland() override;
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static std::unique_ptr<Context> Create(const WindowInfo& wi, const Version* versions_to_try,
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size_t num_versions_to_try);
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std::unique_ptr<Context> CreateSharedContext(const WindowInfo& wi) override;
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void ResizeSurface(u32 new_surface_width = 0, u32 new_surface_height = 0) override;
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protected:
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EGLNativeWindowType GetNativeWindow(EGLConfig config) override;
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private:
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bool LoadModule();
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wl_egl_window* m_wl_window = nullptr;
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void* m_wl_module = nullptr;
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wl_egl_window* (*m_wl_egl_window_create)(struct wl_surface* surface, int width, int height);
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void (*m_wl_egl_window_destroy)(struct wl_egl_window* egl_window);
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void (*m_wl_egl_window_resize)(struct wl_egl_window* egl_window, int width, int height, int dx, int dy);
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};
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} // namespace GL
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