Enable GLESv3 on iOS

This commit is contained in:
Joshua Granick
2018-02-01 10:01:03 -08:00
parent bf6e835530
commit 00140d88e5
2 changed files with 18 additions and 5 deletions

View File

@@ -1,6 +1,7 @@
#include "SDLApplication.h"
#include "SDLWindow.h"
#include "SDLRenderer.h"
// #include "SDL_syswm.h"
#include "../../graphics/opengl/OpenGL.h"
#include "../../graphics/opengl/OpenGLBindings.h"
@@ -39,6 +40,14 @@ namespace lime {
}
// sdlRenderer = SDL_CreateRenderer (sdlWindow, -1, sdlFlags);
// if (sdlRenderer) {
// context = SDL_GL_GetCurrentContext ();
// }
} else {
sdlFlags |= SDL_RENDERER_SOFTWARE;
@@ -76,14 +85,18 @@ namespace lime {
bool valid = true;
#endif
#ifdef IPHONE
#if defined(IPHONE) || defined(APPLETV)
// SDL_SysWMinfo windowInfo;
// SDL_GetWindowWMInfo (sdlWindow, &windowInfo);
// OpenGLBindings::defaultFramebuffer = windowInfo.info.uikit.framebuffer;
// OpenGLBindings::defaultRenderbuffer = windowInfo.info.uikit.colorbuffer;
glGetIntegerv (GL_FRAMEBUFFER_BINDING, &OpenGLBindings::defaultFramebuffer);
glGetIntegerv (GL_RENDERBUFFER_BINDING, &OpenGLBindings::defaultRenderbuffer);
#endif
((SDLApplication*)currentWindow->currentApplication)->RegisterWindow ((SDLWindow*)currentWindow);
} else {
} else if (!sdlRenderer) {
sdlFlags &= ~SDL_RENDERER_ACCELERATED;
sdlFlags &= ~SDL_RENDERER_PRESENTVSYNC;
@@ -122,7 +135,7 @@ namespace lime {
void SDLRenderer::Flip () {
if (context) {
if (context && !sdlRenderer) {
SDL_GL_SwapWindow (sdlWindow);
@@ -261,7 +274,7 @@ namespace lime {
SDL_RenderReadPixels (sdlRenderer, &bounds, SDL_PIXELFORMAT_ABGR8888, buffer->data->Data (), buffer->Stride ());
} else {
} else if (context) {
// TODO

View File

@@ -72,7 +72,7 @@ namespace lime {
#if defined (IPHONE) || defined (APPLETV)
SDL_GL_SetAttribute (SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
SDL_GL_SetAttribute (SDL_GL_CONTEXT_MAJOR_VERSION, 2);
SDL_GL_SetAttribute (SDL_GL_CONTEXT_MAJOR_VERSION, 3);
#endif
if (flags & WINDOW_FLAG_DEPTH_BUFFER) {