SDL: Use core profile, fixing old Mac GL issues.

This applies to all platforms, but falls back to a compat profile if
core is not available.
This commit is contained in:
Unknown W. Brackets 2017-11-12 22:49:31 -08:00
parent aa0cc6712f
commit 66832d2180

View File

@ -439,16 +439,6 @@ int main(int argc, char *argv[]) {
}
}
#ifdef __APPLE__
// Make sure to request a somewhat modern GL context at least - the
// latest supported by MacOSX (really, really sad...)
// Requires SDL 2.0
// We really should upgrade to SDL 2.0 soon.
//SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
//SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
//SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
#endif
#ifdef USING_EGL
if (EGL_Open())
return 1;
@ -590,22 +580,68 @@ int main(int argc, char *argv[]) {
if (g_Config.bFullScreen)
mode |= SDL_WINDOW_FULLSCREEN_DESKTOP;
g_Screen = SDL_CreateWindow(app_name_nice.c_str(), SDL_WINDOWPOS_UNDEFINED_DISPLAY(getDisplayNumber()),\
SDL_WINDOWPOS_UNDEFINED, pixel_xres, pixel_yres, mode);
int x = SDL_WINDOWPOS_UNDEFINED_DISPLAY(getDisplayNumber());
int y = SDL_WINDOWPOS_UNDEFINED;
if (g_Screen == NULL) {
NativeShutdown();
fprintf(stderr, "SDL_CreateWindow failed: %s\n", SDL_GetError());
SDL_Quit();
return 2;
struct GLVersionPair {
int major;
int minor;
};
GLVersionPair attemptVersions[] = {
{4, 6}, {4, 5}, {4, 4}, {4, 3}, {4, 2}, {4, 1}, {4, 0},
{3, 3}, {3, 2}, {3, 1}, {3, 0},
};
SDL_GLContext glContext = nullptr;
for (size_t i = 0; i < ARRAY_SIZE(attemptVersions); ++i) {
const auto &ver = attemptVersions[i];
// Make sure to request a somewhat modern GL context at least - the
// latest supported by MacOS X (really, really sad...)
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, ver.major);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, ver.minor);
SetGLCoreContext(true);
g_Screen = SDL_CreateWindow(app_name_nice.c_str(), x,y, pixel_xres, pixel_yres, mode);
if (g_Screen == nullptr) {
NativeShutdown();
fprintf(stderr, "SDL_CreateWindow failed: %s\n", SDL_GetError());
SDL_Quit();
return 2;
}
glContext = SDL_GL_CreateContext(g_Screen);
if (glContext != nullptr) {
// Victory, got one.
break;
}
// Let's keep trying. To be safe, destroy the window - docs say needed to change profile.
// in practice, it doesn't seem to matter, but maybe it differs by platform.
SDL_DestroyWindow(g_Screen);
}
SDL_GLContext glContext = SDL_GL_CreateContext(g_Screen);
if (glContext == NULL) {
NativeShutdown();
fprintf(stderr, "SDL_GL_CreateContext failed: %s\n", SDL_GetError());
SDL_Quit();
return 2;
if (glContext == nullptr) {
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, 0);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 0);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
SetGLCoreContext(false);
g_Screen = SDL_CreateWindow(app_name_nice.c_str(), x,y, pixel_xres, pixel_yres, mode);
if (g_Screen == nullptr) {
NativeShutdown();
fprintf(stderr, "SDL_CreateWindow failed: %s\n", SDL_GetError());
SDL_Quit();
return 2;
}
glContext = SDL_GL_CreateContext(g_Screen);
if (glContext == nullptr) {
NativeShutdown();
fprintf(stderr, "SDL_GL_CreateContext failed: %s\n", SDL_GetError());
SDL_Quit();
return 2;
}
}
#ifdef USING_EGL