| Age | Commit message (Collapse) | Author |
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AGL: Use NSOpenGLContext's clearCurrentContext in ClearCurrent
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We weren't setting the backbuffer dimensions on this platform when the window is created.
This required a resize event to first be fired in order to see anything.
So instead do like GLX + X11 platforms do and query the dimensions and set the backbuffer to them.
Should fix issue 7666.
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All because someone didn't actually return the wxWindow handle for the edge case.
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The person who wrote this seemed to misunderstand how XPending and
XNextEvent actually work. XNextEvent will wait in poll if there's
no event yet, meaning that we don't need to sleep after we process
all the events; the kernel will sleep for us.
This changes indentation, so view with -w or a similar feature to
understand what's actually changed here.
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Refactor the EGL backend to provide a platform separation here, which is
better abstracted away than the old EGL/X11 implementation.
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This causes flickering when resizing the window, which looks horrid
and we shouldn't do it.
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Everything is now safely tucked inside each individual GLInterface.
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This is effectively unused, as the window handles that we pass to the
GLInterface are window handles for the frame which isn't ever a real
toplevel window. Host_UpdateTitle is what actually sets the proper title
on the render window.
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Now that MainNoGUI is properly architected and GLX doesn't need to
sometimes craft its own windows sometimes which we have to thread back
into MainNoGUI, we don't need to thread the window handle that GLX
creates at all.
This removes the reference to pass back here, and the g_pWindowHandle
always be the same as the window returned by Host_GetRenderHandle().
A future cleanup could remove g_pWindowHandle entirely.
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We now have two cases: the GLX window is parented into a frame, or it's
parented into the MainNoGUI host. In both cases, the GLX window should
be locked to the size of the parent, so just sync it up based on that.
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The only reason the GLX backend handled this at all was because
MainNoGUI didn't make its own window before. This is unused in DolphinWX
builds.
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Our existing code was relying on the GLX backend to create the GLX
window properly, and for the rest of the code to patch that up, sort
of. If we rely on Host_GetRenderHandle() returning a valid window, we
can do a lot better about this.
Create a simple window inside MainNoGUI to make this happen.
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Move to one display. There's no reason to have two displays here -- the
comment stated that one should touch GLX and one should touch window
events, and that they should be touched from different threads, but the
current code wasn't this careful.
Just use one Display connection.
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Now, the only supported EGL platform is Android. We might eventually add
back support for EGL/X11 or EGL/Wayland, but it will have to be
architected differently.
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Yes, this is a fancy new feature, but our Wayland support was
particularly bitrotten, and ideally this would be handled by a platform
layer like SDL. If not, we can always add this back in when GLInterface
has caught up. We might be able to even support wxWidgets and GL
together with subsurfaces!
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We forgot to remove the reference to GLWin.width / GLWin.height here.
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Also remove x, y, width and height from the GLInterface, since it's only
used in GLX, which no longer uses them
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Just uses platform-specific ways to do the same thing.
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Just use the Windows API to accomplish the same thing (this is what is done in Update()).
This makes the backing window handle the correct data-type for Windows for easier use in function calls.
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All it did was raise complexity.
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This commit fixes the following error:
error: #endif without #if
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Fixes all warnings on Android build except for what is in externals.
Removes a function from TextureDecoder_Generic since it is unused and generates a warning.
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Also changes some function params, but this is ok.
Some simplifications were also able to be made (ie. killing off strcmps with ==, etc).
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Also moved && and || to ends of lines instead of start.
Fixed misc vertical alignments and some { needed newlining.
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and s/\bNULL\b/nullptr/g for *.cpp/h/mm files not compiled on my machine
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This fixes vsync on windows
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Required the removal of EGL.h from EGL.cpp.
Removed the similar includes from AGL.cpp, GLX.cpp, and WGL.cpp to retain consistency.
All GL interfaces are now centralized on GLInterface.h
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Seems to have been a copy and paste issue where SetMode would always set to DETECT
This isn't right since mode should be set correctly by SetMode
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This isn't the cleanup that GLInterface needs, but for now it makes it so it'll swap and not just black screen
A cleanup to GLInterface will be coming in a couple weeks.
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