GLContext: Use host connection

This also removes the need for a sleeping event thread.
This commit is contained in:
Stenzek
2018-10-03 23:03:19 +10:00
parent 1d827a5223
commit 9c57a98723
18 changed files with 68 additions and 97 deletions

View File

@ -26,7 +26,6 @@ public:
u32 GetBackBufferWidth() { return m_backbuffer_width; }
u32 GetBackBufferHeight() { return m_backbuffer_height; }
void SetBackBufferDimensions(u32 w, u32 h);
virtual bool IsHeadless() const;
@ -45,11 +44,11 @@ public:
virtual void* GetFuncAddress(const std::string& name);
// Creates an instance of GLInterface specific to the platform we are running on.
static std::unique_ptr<GLContext> Create(void* window_handle, bool stereo = false,
bool core = true);
static std::unique_ptr<GLContext> Create(void* display_handle, void* window_handle,
bool stereo = false, bool core = true);
protected:
virtual bool Initialize(void* window_handle, bool stereo, bool core);
virtual bool Initialize(void* display_handle, void* window_handle, bool stereo, bool core);
virtual bool Initialize(GLContext* main_context);
Mode m_opengl_mode = Mode::Detect;