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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`.
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870b6a21bf
commit
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9 changed files with 16 additions and 13 deletions
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@ -1,5 +1,6 @@
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#include "renderer_vk/renderer_vk.hpp"
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#include "SDL_vulkan.h"
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#include "helpers.hpp"
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#include "renderer_vk/vk_debug.hpp"
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@ -11,7 +12,7 @@ void RendererVK::reset() {}
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void RendererVK::display() {}
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void RendererVK::initGraphicsContext() {
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void RendererVK::initGraphicsContext(SDL_Window* window) {
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// Resolve all function pointers
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static vk::DynamicLoader dl;
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VULKAN_HPP_DEFAULT_DISPATCHER.init(dl.getProcAddress<PFN_vkGetInstanceProcAddr>("vkGetInstanceProcAddr"));
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@ -129,6 +130,9 @@ void RendererVK::initGraphicsContext() {
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// Initialize device-specific function pointers
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VULKAN_HPP_DEFAULT_DISPATCHER.init(device.get());
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VkSurfaceKHR surface;
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SDL_Vulkan_CreateSurface(window, instance.get(), &surface);
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}
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void RendererVK::clearBuffer(u32 startAddress, u32 endAddress, u32 value, u32 control) {}
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