#pragma once #include "common/gl/program.h" #include "common/gl/texture.h" #include "core/host_display.h" #include #include #include #include #include class AndroidGLESHostDisplay final : public HostDisplay { public: AndroidGLESHostDisplay(ANativeWindow* window); ~AndroidGLESHostDisplay(); static std::unique_ptr Create(ANativeWindow* window); RenderAPI GetRenderAPI() const override; void* GetRenderDevice() const override; void* GetRenderContext() const override; void* GetRenderWindow() const override; void ChangeRenderWindow(void* new_window) override; void WindowResized(s32 new_window_width, s32 new_window_height) override; std::unique_ptr CreateTexture(u32 width, u32 height, const void* data, u32 data_stride, bool dynamic) override; void UpdateTexture(HostDisplayTexture* texture, u32 x, u32 y, u32 width, u32 height, const void* data, u32 data_stride) override; bool DownloadTexture(const void* texture_handle, u32 x, u32 y, u32 width, u32 height, void* out_data, u32 out_data_stride) override; void SetVSync(bool enabled) override; void Render() override; private: const char* GetGLSLVersionString() const; std::string GetGLSLVersionHeader() const; bool CreateSurface(); void DestroySurface(); bool CreateGLContext(); bool CreateImGuiContext(); bool CreateGLResources(); void RenderDisplay(); ANativeWindow* m_window = nullptr; int m_window_width = 0; int m_window_height = 0; EGLDisplay m_egl_display = EGL_NO_DISPLAY; EGLSurface m_egl_surface = EGL_NO_SURFACE; EGLContext m_egl_context = EGL_NO_CONTEXT; EGLConfig m_egl_config = {}; GL::Program m_display_program; };