Merge pull request #27071 from samgreen/ios_gles2_fix

Resolve GLES 2 crash on older iOS devices
This commit is contained in:
Rémi Verschelde 2019-03-16 10:38:51 -07:00 committed by GitHub
commit b00c96a861
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GPG key ID: 4AEE18F83AFDEB23
2 changed files with 31 additions and 19 deletions

View file

@ -615,18 +615,6 @@ static int frame_count = 0;
// Create a full-screen window
window = [[UIWindow alloc] initWithFrame:rect];
// window.autoresizesSubviews = YES;
//[window setAutoresizingMask:UIViewAutoresizingFlexibleWidth |
// UIViewAutoresizingFlexibleWidth];
// Create the OpenGL ES view and add it to the window
GLView *glView = [[GLView alloc] initWithFrame:rect];
printf("glview is %p\n", glView);
//[window addSubview:glView];
glView.delegate = self;
// glView.autoresizesSubviews = YES;
//[glView setAutoresizingMask:UIViewAutoresizingFlexibleWidth |
// UIViewAutoresizingFlexibleWidth];
OS::VideoMode vm = _get_video_mode();
@ -641,6 +629,12 @@ static int frame_count = 0;
return FALSE;
};
// WARNING: We must *always* create the GLView after we have constructed the
// OS with iphone_main. This allows the GLView to access project settings so
// it can properly initialize the OpenGL context
GLView *glView = [[GLView alloc] initWithFrame:rect];
glView.delegate = self;
view_controller = [[ViewController alloc] init];
view_controller.view = glView;
window.rootViewController = view_controller;

View file

@ -284,19 +284,37 @@ static void clear_touches() {
kEAGLColorFormatRGBA8,
kEAGLDrawablePropertyColorFormat,
nil];
bool fallback_gl2 = false;
// Create a GL ES 3 context based on the gl driver from project settings
if (GLOBAL_GET("rendering/quality/driver/driver_name") == "GLES3") {
context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES3];
NSLog(@"Setting up an OpenGL ES 3.0 context. Based on Project Settings \"rendering/quality/driver/driver_name\"");
if (!context && GLOBAL_GET("rendering/quality/driver/fallback_to_gles2")) {
gles3_available = false;
fallback_gl2 = true;
NSLog(@"Failed to create OpenGL ES 3.0 context. Falling back to OpenGL ES 2.0");
}
}
// Create our EAGLContext, and if successful make it current and create our framebuffer.
context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES3];
if (!context || ![EAGLContext setCurrentContext:context] || ![self createFramebuffer]) {
// Create GL ES 2 context
if (GLOBAL_GET("rendering/quality/driver/driver_name") == "GLES2" || fallback_gl2) {
context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2];
gles3_available = false;
if (!context || ![EAGLContext setCurrentContext:context] || ![self createFramebuffer]) {
[self release];
NSLog(@"Setting up an OpenGL ES 2.0 context.");
if (!context) {
NSLog(@"Failed to create OpenGL ES 2.0 context!");
return nil;
}
}
if (![EAGLContext setCurrentContext:context]) {
NSLog(@"Failed to set EAGLContext!");
return nil;
}
if (![self createFramebuffer]) {
NSLog(@"Failed to create frame buffer!");
return nil;
}
// Default the animation interval to 1/60th of a second.
animationInterval = 1.0 / 60.0;
return self;