[macOS] Improve ANGLE support detection.
Try opening EGL display when checking if ANGLE is supported.
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@ -173,6 +173,15 @@ Error EGLManager::_gldisplay_create_context(GLDisplay &p_gldisplay) {
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return OK;
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}
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Error EGLManager::open_display(void *p_display) {
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int gldisplay_id = _get_gldisplay_id(p_display);
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if (gldisplay_id < 0) {
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return ERR_CANT_CREATE;
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} else {
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return OK;
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}
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}
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int EGLManager::display_get_native_visual_id(void *p_display) {
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int gldisplay_id = _get_gldisplay_id(p_display);
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ERR_FAIL_COND_V(gldisplay_id < 0, ERR_CANT_CREATE);
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@ -92,6 +92,7 @@ private:
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public:
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int display_get_native_visual_id(void *p_display);
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Error open_display(void *p_display);
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Error window_create(DisplayServer::WindowID p_window_id, void *p_display, void *p_native_window, int p_width, int p_height);
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void window_destroy(DisplayServer::WindowID p_window_id);
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@ -4501,7 +4501,7 @@ DisplayServerMacOS::DisplayServerMacOS(const String &p_rendering_driver, WindowM
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#if defined(GLES3_ENABLED)
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if (rendering_driver == "opengl3_angle") {
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gl_manager_angle = memnew(GLManagerANGLE_MacOS);
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if (gl_manager_angle->initialize() != OK) {
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if (gl_manager_angle->initialize() != OK || gl_manager_angle->open_display(nullptr) != OK) {
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memdelete(gl_manager_angle);
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gl_manager_angle = nullptr;
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bool fallback = GLOBAL_GET("rendering/gl_compatibility/fallback_to_native");
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