diff options
-rw-r--r-- | platform/iphone/app_delegate.mm | 18 | ||||
-rw-r--r-- | platform/iphone/gl_view.mm | 32 |
2 files changed, 31 insertions, 19 deletions
diff --git a/platform/iphone/app_delegate.mm b/platform/iphone/app_delegate.mm index d160553050..64405bfa5b 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 6f4d0ddb57..1cb8d0e44e 100644 --- a/platform/iphone/gl_view.mm +++ b/platform/iphone/gl_view.mm @@ -284,19 +284,37 @@ static void clear_touches() { kEAGLColorFormatRGBA8, kEAGLDrawablePropertyColorFormat, nil]; + bool fallback_gl2 = false; + // Create a GL ES 3 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 3.0 context. Based on Project Settings \"rendering/quality/driver/driver_name\""); + if (!context && GLOBAL_GET("rendering/quality/driver/fallback_to_gles2")) { + gles3_available = false; + fallback_gl2 = true; + NSLog(@"Failed to create OpenGL ES 3.0 context. Falling back to OpenGL ES 2.0"); + } + } - // 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 GL ES 2 context + if (GLOBAL_GET("rendering/quality/driver/driver_name") == "GLES2" || fallback_gl2) { context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2]; - gles3_available = false; - if (!context || ![EAGLContext setCurrentContext:context] || ![self createFramebuffer]) { - [self release]; + NSLog(@"Setting up an OpenGL ES 2.0 context."); + if (!context) { + NSLog(@"Failed to create OpenGL ES 2.0 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. animationInterval = 1.0 / 60.0; return self; |