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Add back X11 support to EGL
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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@ -4,28 +4,36 @@
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#include "VideoBackends/OGL/GLInterfaceBase.h"
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#if USE_EGL
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#include "DolphinWX/GLInterface/EGL.h"
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#ifdef ANDROID
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#include "DolphinWX/GLInterface/EGLAndroid.h"
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#elif defined(__APPLE__)
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#include "DolphinWX/GLInterface/AGL.h"
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#elif defined(_WIN32)
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#include "DolphinWX/GLInterface/WGL.h"
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#elif HAVE_X11
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#if defined(USE_EGL) && USE_EGL
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#include "DolphinWX/GLInterface/EGLX11.h"
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#else
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#include "DolphinWX/GLInterface/GLX.h"
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#endif
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#else
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#error Platform doesnt have a GLInterface
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#endif
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cInterfaceBase* HostGL_CreateGLInterface()
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{
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#if defined(USE_EGL) && USE_EGL
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return new cInterfaceEGL;
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#ifdef ANDROID
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return new cInterfaceEGLAndroid;
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#elif defined(__APPLE__)
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return new cInterfaceAGL;
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#elif defined(_WIN32)
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return new cInterfaceWGL;
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#elif defined(HAVE_X11) && HAVE_X11
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#if defined(USE_EGL) && USE_EGL
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return new cInterfaceEGLX11;
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#else
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return new cInterfaceGLX;
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#endif
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#else
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return nullptr;
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#endif
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