duckstation/src/util/opengl_context_egl_wayland.h

42 lines
1.6 KiB
C++

// SPDX-FileCopyrightText: 2019-2024 Connor McLaughlin <stenzek@gmail.com>
// SPDX-License-Identifier: CC-BY-NC-ND-4.0
#pragma once
#include "opengl_context_egl.h"
#include <wayland-egl.h>
class OpenGLContextEGLWayland final : public OpenGLContextEGL
{
public:
OpenGLContextEGLWayland();
~OpenGLContextEGLWayland() override;
static std::unique_ptr<OpenGLContext> Create(WindowInfo& wi, SurfaceHandle* surface,
std::span<const Version> versions_to_try, Error* error);
std::unique_ptr<OpenGLContext> CreateSharedContext(WindowInfo& wi, SurfaceHandle* surface, Error* error) override;
void ResizeSurface(WindowInfo& wi, SurfaceHandle handle) override;
protected:
EGLDisplay GetPlatformDisplay(const WindowInfo& wi, Error* error) override;
EGLSurface CreatePlatformSurface(EGLConfig config, const WindowInfo& wi, Error* error) override;
void DestroyPlatformSurface(EGLSurface surface) override;
private:
// Truely awful, I hate this so much, and all this work for a bloody windowing system where
// we can't even position windows to begin with, which makes multi-window kinda pointless...
using WLWindowMap = std::unordered_map<EGLSurface, struct wl_egl_window*>;
bool LoadModule(Error* error);
void* m_wl_module = nullptr;
wl_egl_window* (*m_wl_egl_window_create)(struct wl_surface* surface, int width, int height);
void (*m_wl_egl_window_destroy)(struct wl_egl_window* egl_window);
void (*m_wl_egl_window_resize)(struct wl_egl_window* egl_window, int width, int height, int dx, int dy);
WLWindowMap m_wl_window_map;
};