Rewrite host GPU abstraction
- Don't have to repeat the same thing for 4 renderers. - Add native Metal renderer.
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src/util/window_info.h
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42
src/util/window_info.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 "gpu_texture.h"
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#include "common/types.h"
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// Contains the information required to create a graphics context in a window.
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struct WindowInfo
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{
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enum class Type
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{
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Surfaceless,
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Win32,
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X11,
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Wayland,
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MacOS,
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Android,
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Display,
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};
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Type type = Type::Surfaceless;
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void* display_connection = nullptr;
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void* window_handle = nullptr;
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u32 surface_width = 0;
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u32 surface_height = 0;
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float surface_refresh_rate = 0.0f;
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float surface_scale = 1.0f;
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GPUTexture::Format surface_format = GPUTexture::Format::Unknown;
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// Needed for macOS.
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#ifdef __APPLE__
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void* surface_handle = nullptr;
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#endif
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ALWAYS_INLINE bool IsSurfaceless() const { return type == Type::Surfaceless; }
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// Changes the window to be surfaceless (i.e. no handle/size/etc).
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void SetSurfaceless();
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static bool QueryRefreshRateForWindow(const WindowInfo& wi, float* refresh_rate);
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};
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