Prefer the OpenGL ES 2.0 context when it's available, make it possible to create an OpenGL 2.0 context on iPhoneOS

This commit is contained in:
Sam Lantinga 2011-02-06 10:22:25 -08:00
parent ccdb593a0b
commit b1c0c48f03
8 changed files with 99 additions and 72 deletions

View file

@ -185,24 +185,29 @@ GLES2_DestroyRenderer(SDL_Renderer *renderer)
GLES2_ProgramCacheEntry *entry;
GLES2_ProgramCacheEntry *next;
GLES2_ActivateRenderer(renderer);
/* Deallocate everything */
entry = rdata->program_cache.head;
while (entry)
{
glDeleteShader(entry->vertex_shader->id);
glDeleteShader(entry->fragment_shader->id);
SDL_free(entry->vertex_shader);
SDL_free(entry->fragment_shader);
glDeleteProgram(entry->id);
next = entry->next;
SDL_free(entry);
entry = next;
if (rdata) {
GLES2_ActivateRenderer(renderer);
entry = rdata->program_cache.head;
while (entry) {
glDeleteShader(entry->vertex_shader->id);
glDeleteShader(entry->fragment_shader->id);
SDL_free(entry->vertex_shader);
SDL_free(entry->fragment_shader);
glDeleteProgram(entry->id);
next = entry->next;
SDL_free(entry);
entry = next;
}
if (rdata->context) {
SDL_GL_DeleteContext(rdata->context);
}
if (rdata->shader_formats) {
SDL_free(rdata->shader_formats);
}
SDL_free(rdata);
}
SDL_GL_DeleteContext(rdata->context);
SDL_free(rdata->shader_formats);
SDL_free(renderer->driverdata);
SDL_free(renderer);
}
@ -1081,12 +1086,15 @@ GLES2_CreateRenderer(SDL_Window *window, Uint32 flags)
/* Create the renderer struct */
renderer = (SDL_Renderer *)SDL_calloc(1, sizeof(SDL_Renderer));
rdata = (GLES2_DriverContext *)SDL_calloc(1, sizeof(GLES2_DriverContext));
if (!renderer)
{
if (!renderer) {
SDL_OutOfMemory();
return NULL;
}
rdata = (GLES2_DriverContext *)SDL_calloc(1, sizeof(GLES2_DriverContext));
if (!rdata) {
GLES2_DestroyRenderer(renderer);
SDL_OutOfMemory();
SDL_free(renderer);
SDL_free(rdata);
return NULL;
}
renderer->info = GLES2_RenderDriver.info;
@ -1095,17 +1103,18 @@ GLES2_CreateRenderer(SDL_Window *window, Uint32 flags)
renderer->info.flags = SDL_RENDERER_ACCELERATED;
/* Create the GL context */
/* Create an OpenGL ES 2.0 context */
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
rdata->context = SDL_GL_CreateContext(window);
if (!rdata->context)
{
SDL_free(renderer);
SDL_free(rdata);
GLES2_DestroyRenderer(renderer);
return NULL;
}
if (SDL_GL_MakeCurrent(window, rdata->context) < 0) {
SDL_free(renderer);
SDL_free(rdata);
GLES2_DestroyRenderer(renderer);
return NULL;
}
@ -1132,9 +1141,8 @@ GLES2_CreateRenderer(SDL_Window *window, Uint32 flags)
rdata->shader_formats = (GLenum *)SDL_calloc(nFormats, sizeof(GLenum));
if (!rdata->shader_formats)
{
GLES2_DestroyRenderer(renderer);
SDL_OutOfMemory();
SDL_free(renderer);
SDL_free(rdata);
return NULL;
}
rdata->shader_format_count = nFormats;
@ -1144,10 +1152,8 @@ GLES2_CreateRenderer(SDL_Window *window, Uint32 flags)
glGetIntegerv(GL_SHADER_BINARY_FORMATS, (GLint *)rdata->shader_formats);
if (glGetError() != GL_NO_ERROR)
{
GLES2_DestroyRenderer(renderer);
SDL_SetError("Failed to query supported shader formats");
SDL_free(renderer);
SDL_free(rdata->shader_formats);
SDL_free(rdata);
return NULL;
}
if (hasCompiler)