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Work around issues with depth-buffer size on EGL-based platforms
The OpenGL 1.1 and OpenGL ES 2.0 backends can break on EGL-based platforms, such as Wayland, or X11 with SDL_VIDEO_FORCE_EGL=1. One of the reasons for this (the other being glew on the GL1.1 backend) is that SDL/egl get very confused by the way we set OpenGL attributes, particularly SDL_GL_DEPTH_SIZE, resulting in SDL_GL_CreateContext() failing with EGL_BAD_MATCH. The exact cause of this is unknown, but it seems to be a combination of: - SDL_GL_SetAttribute() is supposed to be called _before_ the window is created, and we're calling it afterward. - Creating several test windows during the enumeration process, mixing and matching between OpenGL and OpenGL ES profiles. The "most correct" solution is probably to delay creating the game window until the backend creation process, rather than before the enumeration occurs. But that's a real refactor, which could cause other issues. Instead, set the 24-bit bit depth (which we've hardcoded anyway) before creating the window, and use SDL_GL_ResetAttributes() when creating backends. This seems to work here in all of the cases I was able to try (modulo the GLEW dependency, which is removed in the next patch).
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@ -660,6 +660,7 @@ MxResult IsleApp::SetupWindow()
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#ifdef MINIWIN
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SDL_SetBooleanProperty(props, SDL_PROP_WINDOW_CREATE_OPENGL_BOOLEAN, true);
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SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
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SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
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#endif
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window = SDL_CreateWindowWithProperties(props);
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@ -13,6 +13,12 @@
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Direct3DRMRenderer* OpenGL1Renderer::Create(DWORD width, DWORD height)
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{
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// We have to reset the attributes here after having enumerated the
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// OpenGL ES 2.0 renderer, or else SDL gets very confused by SDL_GL_DEPTH_SIZE
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// call below when on an EGL-based backend, and crashes with EGL_BAD_MATCH.
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SDL_GL_ResetAttributes();
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// But ResetAttributes resets it to 16.
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SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_COMPATIBILITY);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 1);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1);
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@ -28,8 +34,6 @@ Direct3DRMRenderer* OpenGL1Renderer::Create(DWORD width, DWORD height)
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testWindow = true;
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}
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SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
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SDL_GLContext context = SDL_GL_CreateContext(window);
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if (!context) {
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SDL_Log("SDL_GL_CreateContext: %s", SDL_GetError());
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@ -30,6 +30,12 @@ struct SceneLightGLES2 {
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Direct3DRMRenderer* OpenGLES2Renderer::Create(DWORD width, DWORD height)
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{
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// We have to reset the attributes here after having enumerated the
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// OpenGL ES 2.0 renderer, or else SDL gets very confused by SDL_GL_DEPTH_SIZE
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// call below when on an EGL-based backend, and crashes with EGL_BAD_MATCH.
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SDL_GL_ResetAttributes();
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// But ResetAttributes resets it to 16.
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SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
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@ -41,8 +47,6 @@ Direct3DRMRenderer* OpenGLES2Renderer::Create(DWORD width, DWORD height)
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testWindow = true;
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}
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SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
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SDL_GLContext context = SDL_GL_CreateContext(window);
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if (!context) {
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if (testWindow) {
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