SDL: Allow GLES2 and GL backends to be compiled at the same time
Jeffrey Pfau jeffrey@endrift.com
Wed, 28 Oct 2015 23:21:09 -0700
2 files changed,
12 insertions(+),
11 deletions(-)
M
src/platform/sdl/gles2-sdl.c
→
src/platform/sdl/gles2-sdl.c
@@ -96,18 +96,18 @@
renderer->d.outputBuffer = memalign(16, 256 * 256 * 4); renderer->d.outputBufferStride = 256; - GBAGLES2ContextCreate(&renderer->gl); - renderer->gl.d.user = renderer; - renderer->gl.d.lockAspectRatio = renderer->lockAspectRatio; - renderer->gl.d.filter = renderer->filter; - renderer->gl.d.swap = GBASDLGLCommonSwap; - renderer->gl.d.init(&renderer->gl.d, 0); + GBAGLES2ContextCreate(&renderer->gl2); + renderer->gl2.d.user = renderer; + renderer->gl2.d.lockAspectRatio = renderer->lockAspectRatio; + renderer->gl2.d.filter = renderer->filter; + renderer->gl2.d.swap = GBASDLGLCommonSwap; + renderer->gl2.d.init(&renderer->gl2.d, 0); return true; } void GBASDLGLES2Runloop(struct GBAThread* context, struct SDLSoftwareRenderer* renderer) { SDL_Event event; - struct VideoBackend* v = &renderer->gl.d; + struct VideoBackend* v = &renderer->gl2.d; while (context->state < THREAD_EXITING) { while (SDL_PollEvent(&event)) {@@ -128,8 +128,8 @@ }
} void GBASDLGLES2Deinit(struct SDLSoftwareRenderer* renderer) { - if (renderer->gl.d.deinit) { - renderer->gl.d.deinit(&renderer->gl.d); + if (renderer->gl2.d.deinit) { + renderer->gl2.d.deinit(&renderer->gl2.d); } #ifdef BUILD_RASPI eglMakeCurrent(renderer->display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
M
src/platform/sdl/main.h
→
src/platform/sdl/main.h
@@ -62,8 +62,9 @@ bool filter;
#ifdef BUILD_GL struct GBAGLContext gl; -#elif BUILD_GLES2 - struct GBAGLES2Context gl; +#endif +#ifdef BUILD_GLES2 + struct GBAGLES2Context gl2; #endif #ifdef USE_PIXMAN