Rewrite host GPU abstraction

- Don't have to repeat the same thing for 4 renderers.
 - Add native Metal renderer.
This commit is contained in:
Stenzek
2023-08-13 13:42:02 +10:00
parent bfa792ddbf
commit e3d9ba4c99
249 changed files with 28851 additions and 32222 deletions

View File

@@ -0,0 +1,40 @@
// SPDX-FileCopyrightText: 2019-2022 Connor McLaughlin <stenzek@gmail.com>
// SPDX-License-Identifier: (GPL-3.0 OR CC-BY-NC-ND-4.0)
#include "context_egl_x11.h"
namespace GL {
ContextEGLX11::ContextEGLX11(const WindowInfo& wi) : ContextEGL(wi) {}
ContextEGLX11::~ContextEGLX11() = default;
std::unique_ptr<Context> ContextEGLX11::Create(const WindowInfo& wi, const Version* versions_to_try,
size_t num_versions_to_try)
{
std::unique_ptr<ContextEGLX11> context = std::make_unique<ContextEGLX11>(wi);
if (!context->Initialize(versions_to_try, num_versions_to_try))
return nullptr;
return context;
}
std::unique_ptr<Context> ContextEGLX11::CreateSharedContext(const WindowInfo& wi)
{
std::unique_ptr<ContextEGLX11> context = std::make_unique<ContextEGLX11>(wi);
context->m_display = m_display;
if (!context->CreateContextAndSurface(m_version, m_context, false))
return nullptr;
return context;
}
void ContextEGLX11::ResizeSurface(u32 new_surface_width, u32 new_surface_height)
{
ContextEGL::ResizeSurface(new_surface_width, new_surface_height);
}
EGLNativeWindowType ContextEGLX11::GetNativeWindow(EGLConfig config)
{
return (EGLNativeWindowType)m_wi.window_handle;
}
} // namespace GL