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-rw-r--r--platform/iphone/app_delegate.mm18
-rw-r--r--platform/iphone/gl_view.mm32
-rw-r--r--platform/osx/os_osx.mm4
3 files changed, 33 insertions, 21 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;
diff --git a/platform/osx/os_osx.mm b/platform/osx/os_osx.mm
index b45d0d80e6..7d2116ba7e 100644
--- a/platform/osx/os_osx.mm
+++ b/platform/osx/os_osx.mm
@@ -2270,12 +2270,12 @@ Size2 OS_OSX::get_window_size() const {
Size2 OS_OSX::get_real_window_size() const {
NSRect frame = [window_object frame];
- return Size2(frame.size.width, frame.size.height);
+ return Size2(frame.size.width, frame.size.height) * _display_scale();
}
void OS_OSX::set_window_size(const Size2 p_size) {
- Size2 size = p_size;
+ Size2 size = p_size / _display_scale();
if (get_borderless_window() == false) {
// NSRect used by setFrame includes the title bar, so add it to our size.y