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// Copyright 2014 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include <memory>
#include "Common/GL/GLContext.h"
#if defined(__APPLE__)
#include "Common/GL/GLInterface/AGL.h"
#endif
#if defined(_WIN32)
#include "Common/GL/GLInterface/WGL.h"
#endif
#if defined(__HAIKU__)
#include "Common/GL/GLInterface/BGL.h"
#endif
#if HAVE_EGL
#include "Common/GL/GLInterface/EGL.h"
#if HAVE_X11
#include "Common/GL/GLInterface/EGLX11.h"
#endif
#if defined(ANDROID)
#include "Common/GL/GLInterface/EGLAndroid.h"
#endif
#endif
const std::array<std::pair<int, int>, 9> GLContext::s_desktop_opengl_versions = {
{{4, 6}, {4, 5}, {4, 4}, {4, 3}, {4, 2}, {4, 1}, {4, 0}, {3, 3}, {3, 2}}};
GLContext::~GLContext() = default;
bool GLContext::Initialize(const WindowSystemInfo& wsi, bool stereo, bool core)
{
return false;
}
bool GLContext::IsHeadless() const
{
return true;
}
std::unique_ptr<GLContext> GLContext::CreateSharedContext()
{
return nullptr;
}
bool GLContext::MakeCurrent()
{
return false;
}
bool GLContext::ClearCurrent()
{
return false;
}
void GLContext::Update()
{
}
void GLContext::UpdateSurface(void* window_handle)
{
}
void GLContext::Swap()
{
}
void GLContext::SwapInterval(int interval)
{
}
void* GLContext::GetFuncAddress(const std::string& name)
{
return nullptr;
}
std::unique_ptr<GLContext> GLContext::Create(const WindowSystemInfo& wsi, bool stereo, bool core,
bool prefer_gles)
{
std::unique_ptr<GLContext> context;
#if defined(__APPLE__)
if (wsi.type == WindowSystemType::MacOS || wsi.type == WindowSystemType::Headless)
context = std::make_unique<GLContextAGL>();
#endif
#if defined(_WIN32)
if (wsi.type == WindowSystemType::Windows)
context = std::make_unique<GLContextWGL>();
#endif
#if defined(ANDROID)
if (wsi.type == WindowSystemType::Android)
context = std::make_unique<GLContextEGLAndroid>();
#endif
#if defined(__HAIKU__)
if (wsi.type == WindowSystemType::Haiku)
context = std::make_unique<GLContextBGL>();
#endif
#if HAVE_EGL
#if HAVE_X11
if (wsi.type == WindowSystemType::X11)
context = std::make_unique<GLContextEGLX11>();
#endif
if (wsi.type == WindowSystemType::Headless || wsi.type == WindowSystemType::FBDev)
context = std::make_unique<GLContextEGL>();
#endif
if (!context)
return nullptr;
// Option to prefer GLES on desktop platforms, useful for testing.
if (prefer_gles)
context->m_opengl_mode = Mode::OpenGLES;
if (!context->Initialize(wsi, stereo, core))
return nullptr;
return context;
}
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