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-rw-r--r--src/core/frontend/emu_window.cpp2
-rw-r--r--src/core/frontend/emu_window.h48
-rw-r--r--src/core/frontend/graphics_context.h62
3 files changed, 65 insertions, 47 deletions
diff --git a/src/core/frontend/emu_window.cpp b/src/core/frontend/emu_window.cpp
index 1be2dccb0..d1f1ca8c9 100644
--- a/src/core/frontend/emu_window.cpp
+++ b/src/core/frontend/emu_window.cpp
@@ -6,8 +6,6 @@
namespace Core::Frontend {
-GraphicsContext::~GraphicsContext() = default;
-
EmuWindow::EmuWindow() {
// TODO: Find a better place to set this.
config.min_client_area_size =
diff --git a/src/core/frontend/emu_window.h b/src/core/frontend/emu_window.h
index 1093800f6..a72df034e 100644
--- a/src/core/frontend/emu_window.h
+++ b/src/core/frontend/emu_window.h
@@ -5,11 +5,14 @@
#include <memory>
#include <utility>
+
#include "common/common_types.h"
#include "core/frontend/framebuffer_layout.h"
namespace Core::Frontend {
+class GraphicsContext;
+
/// Information for the Graphics Backends signifying what type of screen pointer is in
/// WindowInformation
enum class WindowSystemType {
@@ -22,51 +25,6 @@ enum class WindowSystemType {
};
/**
- * Represents a drawing context that supports graphics operations.
- */
-class GraphicsContext {
-public:
- virtual ~GraphicsContext();
-
- /// Inform the driver to swap the front/back buffers and present the current image
- virtual void SwapBuffers() {}
-
- /// Makes the graphics context current for the caller thread
- virtual void MakeCurrent() {}
-
- /// Releases (dunno if this is the "right" word) the context from the caller thread
- virtual void DoneCurrent() {}
-
- class Scoped {
- public:
- [[nodiscard]] explicit Scoped(GraphicsContext& context_) : context(context_) {
- context.MakeCurrent();
- }
- ~Scoped() {
- if (active) {
- context.DoneCurrent();
- }
- }
-
- /// In the event that context was destroyed before the Scoped is destroyed, this provides a
- /// mechanism to prevent calling a destroyed object's method during the deconstructor
- void Cancel() {
- active = false;
- }
-
- private:
- GraphicsContext& context;
- bool active{true};
- };
-
- /// Calls MakeCurrent on the context and calls DoneCurrent when the scope for the returned value
- /// ends
- [[nodiscard]] Scoped Acquire() {
- return Scoped{*this};
- }
-};
-
-/**
* Abstraction class used to provide an interface between emulation code and the frontend
* (e.g. SDL, QGLWidget, GLFW, etc...).
*
diff --git a/src/core/frontend/graphics_context.h b/src/core/frontend/graphics_context.h
new file mode 100644
index 000000000..7554c1583
--- /dev/null
+++ b/src/core/frontend/graphics_context.h
@@ -0,0 +1,62 @@
+// SPDX-FileCopyrightText: 2023 yuzu Emulator Project
+// SPDX-License-Identifier: GPL-2.0-or-later
+
+#pragma once
+
+#include <memory>
+
+#include "common/dynamic_library.h"
+
+namespace Core::Frontend {
+
+/**
+ * Represents a drawing context that supports graphics operations.
+ */
+class GraphicsContext {
+public:
+ virtual ~GraphicsContext() = default;
+
+ /// Inform the driver to swap the front/back buffers and present the current image
+ virtual void SwapBuffers() {}
+
+ /// Makes the graphics context current for the caller thread
+ virtual void MakeCurrent() {}
+
+ /// Releases (dunno if this is the "right" word) the context from the caller thread
+ virtual void DoneCurrent() {}
+
+ /// Gets the GPU driver library (used by Android only)
+ virtual std::shared_ptr<Common::DynamicLibrary> GetDriverLibrary() {
+ return {};
+ }
+
+ class Scoped {
+ public:
+ [[nodiscard]] explicit Scoped(GraphicsContext& context_) : context(context_) {
+ context.MakeCurrent();
+ }
+ ~Scoped() {
+ if (active) {
+ context.DoneCurrent();
+ }
+ }
+
+ /// In the event that context was destroyed before the Scoped is destroyed, this provides a
+ /// mechanism to prevent calling a destroyed object's method during the deconstructor
+ void Cancel() {
+ active = false;
+ }
+
+ private:
+ GraphicsContext& context;
+ bool active{true};
+ };
+
+ /// Calls MakeCurrent on the context and calls DoneCurrent when the scope for the returned value
+ /// ends
+ [[nodiscard]] Scoped Acquire() {
+ return Scoped{*this};
+ }
+};
+
+} // namespace Core::Frontend