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

@ -16,6 +16,7 @@ enum class RendererType : s8 {
};
class GPU;
class SDL_Window;
class Renderer {
protected:
@ -42,7 +43,7 @@ class Renderer {
virtual void reset() = 0;
virtual void display() = 0; // Display the 3DS screen contents to the window
virtual void initGraphicsContext() = 0; // Initialize graphics context
virtual void initGraphicsContext(SDL_Window* window) = 0; // Initialize graphics context
virtual void clearBuffer(u32 startAddress, u32 endAddress, u32 value, u32 control) = 0; // Clear a GPU buffer in VRAM
virtual void displayTransfer(u32 inputAddr, u32 outputAddr, u32 inputSize, u32 outputSize, u32 flags) = 0; // Perform display transfer
virtual void drawVertices(PICA::PrimType primType, std::span<const PICA::Vertex> vertices) = 0; // Draw the given vertices