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e149ad4f0a
SPDX standardizes how source code conveys its copyright and licensing information. See https://spdx.github.io/spdx-spec/1-rationale/ . SPDX tags are adopted in many large projects, including things like the Linux kernel.
133 lines
2.9 KiB
C++
133 lines
2.9 KiB
C++
// Copyright 2014 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include <memory>
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#include "Common/GL/GLContext.h"
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#if defined(__APPLE__)
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#include "Common/GL/GLInterface/AGL.h"
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#endif
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#if defined(_WIN32)
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#include "Common/GL/GLInterface/WGL.h"
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#endif
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#if defined(__HAIKU__)
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#include "Common/GL/GLInterface/BGL.h"
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#endif
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#if HAVE_X11
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#include "Common/GL/GLInterface/GLX.h"
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#endif
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#if HAVE_EGL
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#include "Common/GL/GLInterface/EGL.h"
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#if HAVE_X11
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#include "Common/GL/GLInterface/EGLX11.h"
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#endif
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#if defined(ANDROID)
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#include "Common/GL/GLInterface/EGLAndroid.h"
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#endif
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#endif
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const std::array<std::pair<int, int>, 9> GLContext::s_desktop_opengl_versions = {
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{{4, 6}, {4, 5}, {4, 4}, {4, 3}, {4, 2}, {4, 1}, {4, 0}, {3, 3}, {3, 2}}};
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GLContext::~GLContext() = default;
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bool GLContext::Initialize(const WindowSystemInfo& wsi, bool stereo, bool core)
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{
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return false;
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}
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bool GLContext::IsHeadless() const
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{
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return true;
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}
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std::unique_ptr<GLContext> GLContext::CreateSharedContext()
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{
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return nullptr;
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}
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bool GLContext::MakeCurrent()
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{
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return false;
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}
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bool GLContext::ClearCurrent()
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{
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return false;
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}
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void GLContext::Update()
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{
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}
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void GLContext::UpdateSurface(void* window_handle)
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{
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}
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void GLContext::Swap()
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{
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}
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void GLContext::SwapInterval(int interval)
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{
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}
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void* GLContext::GetFuncAddress(const std::string& name)
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{
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return nullptr;
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}
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std::unique_ptr<GLContext> GLContext::Create(const WindowSystemInfo& wsi, bool stereo, bool core,
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bool prefer_egl, bool prefer_gles)
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{
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std::unique_ptr<GLContext> context;
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#if defined(__APPLE__)
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if (wsi.type == WindowSystemType::MacOS || wsi.type == WindowSystemType::Headless)
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context = std::make_unique<GLContextAGL>();
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#endif
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#if defined(_WIN32)
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if (wsi.type == WindowSystemType::Windows)
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context = std::make_unique<GLContextWGL>();
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#endif
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#if defined(ANDROID)
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if (wsi.type == WindowSystemType::Android)
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context = std::make_unique<GLContextEGLAndroid>();
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#endif
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#if defined(__HAIKU__)
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if (wsi.type == WindowSystemType::Haiku)
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context = std::make_unique<GLContextBGL>();
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#endif
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#if HAVE_X11
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if (wsi.type == WindowSystemType::X11)
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{
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#if defined(HAVE_EGL)
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// GLES 3 is not supported via GLX.
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const bool use_egl = prefer_egl || prefer_gles;
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if (use_egl)
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context = std::make_unique<GLContextEGLX11>();
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else
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context = std::make_unique<GLContextGLX>();
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#else
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context = std::make_unique<GLContextGLX>();
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#endif
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}
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#endif
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#if HAVE_EGL
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if (wsi.type == WindowSystemType::Headless || wsi.type == WindowSystemType::FBDev)
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context = std::make_unique<GLContextEGL>();
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#endif
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if (!context)
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return nullptr;
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// Option to prefer GLES on desktop platforms, useful for testing.
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if (prefer_gles)
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context->m_opengl_mode = Mode::OpenGLES;
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if (!context->Initialize(wsi, stereo, core))
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return nullptr;
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return context;
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}
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