Add SDL_Window to initGraphicsContext prototype

This value is needed for vulkan to properly allocate a surface, and would benefit OpenGL to move more of its initialization code into here rather than in `emulator.cpp`.
This commit is contained in:
Wunkolo 2023-07-18 22:00:28 -07:00
parent 870b6a21bf
commit b048d4dd6e
9 changed files with 16 additions and 13 deletions

View file

@ -83,7 +83,7 @@ class GPU {
bool lightingLUTDirty = false;
GPU(Memory& mem, EmulatorConfig& config);
void initGraphicsContext() { renderer->initGraphicsContext(); }
void initGraphicsContext(SDL_Window* window) { renderer->initGraphicsContext(window); }
void display() { renderer->display(); }
void screenshot(const std::string& name) { renderer->screenshot(name); }
@ -103,9 +103,7 @@ class GPU {
// TODO: Emulate the transfer engine & its registers
// Then this can be emulated by just writing the appropriate values there
void clearBuffer(u32 startAddress, u32 endAddress, u32 value, u32 control) {
renderer->clearBuffer(startAddress, endAddress, value, control);
}
void clearBuffer(u32 startAddress, u32 endAddress, u32 value, u32 control) { renderer->clearBuffer(startAddress, endAddress, value, control); }
// TODO: Emulate the transfer engine & its registers
// Then this can be emulated by just writing the appropriate values there