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https://github.com/hrydgard/ppsspp.git
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A CGL context with no drawable, rendering into a framebuffer object of its own that stands in for the backbuffer through g_defaultFBO. Core profile, as the SDL app uses on macOS. Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
129 lines
3.5 KiB
C++
129 lines
3.5 KiB
C++
// Copyright (c) 2017- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#pragma once
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#ifdef SDL
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#include "ppsspp_config.h"
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#include <SDL3/SDL.h>
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#include "Common/GPU/GraphicsContext.h"
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#include "Common/GPU/OpenGL/GLRenderManager.h"
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#include "Core/ConfigValues.h"
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class SDLHeadlessGLGraphicsContext : public GraphicsContext {
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public:
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SDLHeadlessGLGraphicsContext() {}
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~SDLHeadlessGLGraphicsContext() { delete draw_; }
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bool InitAPI(void *wnd, std::string *deviceNameSetting, std::string *errorMessage) override;
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bool InitSurface(WindowSystem winsys, void *data1, void *data2, std::string *errorMessage) override;
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void ShutdownSurface() override;
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bool NeedsSeparateEmuThread() const override { return true; }
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Draw::DrawContext *GetDrawContext() override {
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return draw_;
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}
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void ThreadStart() override {
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renderManager_->ThreadStart(draw_);
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}
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bool ThreadFrame() override {
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return renderManager_->ThreadFrame();
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}
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void ThreadEnd() override {
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renderManager_->ThreadEnd();
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}
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void Resize() override {}
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// Call from emu thread
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void NotifyEmuThreadExit() override {
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renderManager_->NotifyEmuThreadExit();
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}
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private:
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Draw::DrawContext *draw_ = nullptr;
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GLRenderManager *renderManager_ = nullptr;
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SDL_Window *screen_;
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SDL_GLContext glContext_;
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};
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void *CreateHiddenWindow(int w, int h, GPUBackend backend, WindowDesc *desc);
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void DestroyHiddenWindow(void *window, WindowDesc desc);
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#if PPSSPP_PLATFORM(MAC)
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// An OpenGL context with no window: a CGL context without a drawable, rendering into a framebuffer
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// object of its own that stands in for the backbuffer (through g_defaultFBO). Core profile, like
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// the SDL app uses on macOS.
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class CGLHeadlessGraphicsContext : public GraphicsContext {
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public:
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CGLHeadlessGraphicsContext(int width, int height) : width_(width), height_(height) {}
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~CGLHeadlessGraphicsContext() { delete draw_; }
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bool InitAPI(void *wnd, std::string *deviceNameSetting, std::string *errorMessage) override;
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bool InitSurface(WindowSystem winsys, void *data1, void *data2, std::string *errorMessage) override {
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return true;
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}
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void ShutdownSurface() override;
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bool NeedsSeparateEmuThread() const override { return true; }
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Draw::DrawContext *GetDrawContext() override {
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return draw_;
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}
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void ThreadStart() override {
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renderManager_->ThreadStart(draw_);
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}
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bool ThreadFrame() override {
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return renderManager_->ThreadFrame();
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}
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void ThreadEnd() override {
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renderManager_->ThreadEnd();
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}
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void Resize() override {}
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// Call from emu thread
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void NotifyEmuThreadExit() override {
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renderManager_->NotifyEmuThreadExit();
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}
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private:
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Draw::DrawContext *draw_ = nullptr;
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GLRenderManager *renderManager_ = nullptr;
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void *context_ = nullptr; // CGLContextObj
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unsigned int fbo_ = 0;
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unsigned int colorBuffer_ = 0;
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unsigned int depthStencilBuffer_ = 0;
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int width_;
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int height_;
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};
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#endif
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#endif
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