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- #pragma once
- struct UnityDisplaySurfaceBase;
- #ifdef __OBJC__
- @class EAGLContext;
- #else
- typedef struct objc_object EAGLContext;
- #endif
- extern "C" bool AllocateRenderBufferStorageFromEAGLLayer(void* eaglContext, void* eaglLayer);
- extern "C" void DeallocateRenderBufferStorageFromEAGLLayer(void* eaglContext);
- extern "C" EAGLContext* UnityCreateContextEAGL(EAGLContext * parent, int api);
- extern "C" void UnityMakeCurrentContextEAGL(EAGLContext* context);
- extern "C" EAGLContext* UnityGetCurrentContextEAGL();
- #if __OBJC__
- class
- EAGLContextSetCurrentAutoRestore
- {
- public:
- EAGLContext* old;
- EAGLContext* cur;
- EAGLContextSetCurrentAutoRestore(EAGLContext* cur);
- EAGLContextSetCurrentAutoRestore(UnityDisplaySurfaceBase* surface);
- ~EAGLContextSetCurrentAutoRestore();
- };
- #endif // __OBJC__
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