ppsspp/android/jni/AndroidJavaGLContext.cpp
Henrik Rydgård 0e3a84b4a8 Move most GPU things to Common.
It works after the move, on Windows and Android at least.

Deletes the D3DX9 shader compiler loader, which was not used.
2020-10-04 23:39:02 +02:00

34 lines
1.2 KiB
C++

#include "AndroidJavaGLContext.h"
#include "Common/System/Display.h"
#include "Common/GPU/OpenGL/GLFeatures.h"
#include "Common/Log.h"
#include "Core/ConfigValues.h"
#include "Core/System.h"
AndroidJavaEGLGraphicsContext::AndroidJavaEGLGraphicsContext() {
SetGPUBackend(GPUBackend::OPENGL);
}
bool AndroidJavaEGLGraphicsContext::InitFromRenderThread(ANativeWindow *wnd, int desiredBackbufferSizeX, int desiredBackbufferSizeY, int backbufferFormat, int androidVersion) {
INFO_LOG(G3D, "AndroidJavaEGLGraphicsContext::InitFromRenderThread");
CheckGLExtensions();
// OpenGL handles rotated rendering in the driver.
g_display_rotation = DisplayRotation::ROTATE_0;
g_display_rot_matrix.setIdentity();
draw_ = Draw::T3DCreateGLContext(); // Can't fail
renderManager_ = (GLRenderManager *)draw_->GetNativeObject(Draw::NativeObject::RENDER_MANAGER);
renderManager_->SetInflightFrames(g_Config.iInflightFrames);
draw_->CreatePresets();
return true;
}
void AndroidJavaEGLGraphicsContext::ShutdownFromRenderThread() {
INFO_LOG(G3D, "AndroidJavaEGLGraphicsContext::Shutdown");
renderManager_->WaitUntilQueueIdle();
renderManager_ = nullptr; // owned by draw_.
delete draw_;
draw_ = nullptr;
}
void AndroidJavaEGLGraphicsContext::Shutdown() {
}