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

@ -54,7 +54,7 @@ Emulator::Emulator()
#ifdef PANDA3DS_ENABLE_VULKAN
if (config.rendererType == RendererType::Vulkan) {
// window = SDL_CreateWindow("Alber", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, width, height, SDL_WINDOW_VULKAN);
window = SDL_CreateWindow("Alber", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, width, height, SDL_WINDOW_VULKAN);
if (window == nullptr) {
// Helpers::panic("Window creation failed: %s", SDL_GetError());
@ -457,7 +457,7 @@ bool Emulator::loadELF(std::ifstream& file) {
}
// Reset our graphics context and initialize the GPU's graphics context
void Emulator::initGraphicsContext() { gpu.initGraphicsContext(); }
void Emulator::initGraphicsContext() { gpu.initGraphicsContext(window); }
#ifdef PANDA3DS_ENABLE_HTTP_SERVER
void Emulator::pollHttpServer() {