renderer_vulkan: Create Vulkan instance and surface in the backend
Drop SDL2 and Qt Vulkan support requirements, use the native handles instead.
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@@ -136,7 +136,6 @@ EmuWindow_SDL2_GL::EmuWindow_SDL2_GL(Core::System& system, bool fullscreen)
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}
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OnResize();
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OnMinimalClientAreaChangeRequest(GetActiveConfig().min_client_area_size);
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SDL_PumpEvents();
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LOG_INFO(Frontend, "yuzu Version: {} | {}-{}", Common::g_build_fullname, Common::g_scm_branch,
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Common::g_scm_desc);
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@@ -156,12 +155,6 @@ void EmuWindow_SDL2_GL::DoneCurrent() {
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core_context->DoneCurrent();
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}
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void EmuWindow_SDL2_GL::RetrieveVulkanHandlers(void* get_instance_proc_addr, void* instance,
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void* surface) const {
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// Should not have been called from OpenGL
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UNREACHABLE();
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}
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std::unique_ptr<Core::Frontend::GraphicsContext> EmuWindow_SDL2_GL::CreateSharedContext() const {
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return std::make_unique<SDLGLContext>();
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}
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