Rewrite host GPU abstraction
- Don't have to repeat the same thing for 4 renderers. - Add native Metal renderer.
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40
src/util/gl/context_egl_x11.cpp
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40
src/util/gl/context_egl_x11.cpp
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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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#include "context_egl_x11.h"
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namespace GL {
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ContextEGLX11::ContextEGLX11(const WindowInfo& wi) : ContextEGL(wi) {}
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ContextEGLX11::~ContextEGLX11() = default;
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std::unique_ptr<Context> ContextEGLX11::Create(const WindowInfo& wi, const Version* versions_to_try,
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size_t num_versions_to_try)
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{
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std::unique_ptr<ContextEGLX11> context = std::make_unique<ContextEGLX11>(wi);
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if (!context->Initialize(versions_to_try, num_versions_to_try))
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return nullptr;
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return context;
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}
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std::unique_ptr<Context> ContextEGLX11::CreateSharedContext(const WindowInfo& wi)
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{
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std::unique_ptr<ContextEGLX11> context = std::make_unique<ContextEGLX11>(wi);
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context->m_display = m_display;
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if (!context->CreateContextAndSurface(m_version, m_context, false))
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return nullptr;
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return context;
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}
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void ContextEGLX11::ResizeSurface(u32 new_surface_width, u32 new_surface_height)
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{
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ContextEGL::ResizeSurface(new_surface_width, new_surface_height);
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}
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EGLNativeWindowType ContextEGLX11::GetNativeWindow(EGLConfig config)
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{
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return (EGLNativeWindowType)m_wi.window_handle;
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}
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} // namespace GL
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