The current approach results in the UI thread creating a graphics device
whilst the core is running, leading to races on function pointers, and
potentially crashing.
Given this is a base class, we should clearly state what the parameters
to the functions in its exposed interface actually mean or represent.
This avoids needing to hunt for the definition of the functions in cpp
files.
While we're at it, normalize said parameter names so they follow our
naming guidelines.
Given that this only contains functions from the VideoBackendBase class,
it makes more sense to move these to the relevant cpp file to keep them
all together.
There's no official implementation of the Vulkan API,
and Dolphin currently isn't set-up to work with the
single, commercially-available third-party implementation.
This branch is the final step of fully supporting both OpenGL and OpenGL ES in the same binary.
This of course only applies to EGL and won't work for GLX/AGL/WGL since they don't really support GL ES.
The changes here actually aren't too terrible, basically change every #ifdef USE_GLES to a runtime check.
This adds a DetectMode() function to the EGL context backend.
EGL will iterate through each of the configs and check for GL, GLES3_KHR, and GLES2 bits
After that it'll change the mode from _DETECT to whichever one is the best supported.
After that point we'll just create a context with the mode that was detected