From 440706814a8a8c43ad4608e6c1cfc6580ce5a5c1 Mon Sep 17 00:00:00 2001 From: Sam Green Date: Thu, 14 Mar 2019 15:14:20 -0700 Subject: [PATCH] Add logging around opengl es context creation. Ensure we can access project settings prior to creating our gl es context, so we can properly determine which driver to use. --- platform/iphone/app_delegate.mm | 18 ++++++------------ platform/iphone/gl_view.mm | 26 ++++++++++++++++++-------- 2 files changed, 24 insertions(+), 20 deletions(-) diff --git a/platform/iphone/app_delegate.mm b/platform/iphone/app_delegate.mm index d1605530506..64405bfa5b9 100644 --- a/platform/iphone/app_delegate.mm +++ b/platform/iphone/app_delegate.mm @@ -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; diff --git a/platform/iphone/gl_view.mm b/platform/iphone/gl_view.mm index 6f4d0ddb57d..004f53b280a 100644 --- a/platform/iphone/gl_view.mm +++ b/platform/iphone/gl_view.mm @@ -285,16 +285,26 @@ static void clear_touches() { kEAGLDrawablePropertyColorFormat, nil]; - // 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 a 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 context. Based on Project Settings \"rendering/quality/driver/driver_name\""); + } else if (GLOBAL_GET("rendering/quality/driver/driver_name") == "GLES2") { context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2]; gles3_available = false; - if (!context || ![EAGLContext setCurrentContext:context] || ![self createFramebuffer]) { - [self release]; - return nil; - } + NSLog(@"Setting up an OpenGL ES 2 context. Based on Project Settings \"rendering/quality/driver/driver_name\""); + } + if (!context) { + NSLog(@"Failed to create OpenGL ES 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.