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Fixed bug 4882 - Fix build for iOS when disabling OpenGL

Aaron Barany

Since OpenGL is deprecated on iOS, it is advantageous to be able to remove all OpenGL related code when building SDL for iOS. This patch adds the necessary #if checks to compile in this case.
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slouken committed Dec 4, 2019
1 parent e5af951 commit b7576025e3fb5e224489a180aeca219ee27d71c0
@@ -65,7 +65,9 @@ touch events to get processed (which is important to get certain
} while(result == kCFRunLoopRunHandledSource);

/* See the comment in the function definition. */
#if SDL_VIDEO_OPENGL_ES || SDL_VIDEO_OPENGL_ES2
UIKit_GL_RestoreCurrentContext();
#endif
}

#endif /* SDL_VIDEO_DRIVER_UIKIT */
@@ -21,6 +21,8 @@
#ifndef SDL_uikitopengles_
#define SDL_uikitopengles_

#if SDL_VIDEO_OPENGL_ES || SDL_VIDEO_OPENGL_ES2

#include "../SDL_sysvideo.h"

extern int UIKit_GL_MakeCurrent(_THIS, SDL_Window * window,
@@ -35,6 +37,8 @@ extern int UIKit_GL_LoadLibrary(_THIS, const char *path);

extern void UIKit_GL_RestoreCurrentContext(void);

#endif // SDL_VIDEO_OPENGL_ES || SDL_VIDEO_OPENGL_ES2

#endif /* SDL_uikitopengles_ */

/* vi: set ts=4 sw=4 expandtab: */
@@ -20,7 +20,7 @@
*/
#include "../../SDL_internal.h"

#if SDL_VIDEO_DRIVER_UIKIT
#if SDL_VIDEO_DRIVER_UIKIT && (SDL_VIDEO_OPENGL_ES || SDL_VIDEO_OPENGL_ES2)

#include "SDL_uikitopengles.h"
#import "SDL_uikitopenglview.h"
@@ -19,6 +19,8 @@
3. This notice may not be removed or altered from any source distribution.
*/

#if SDL_VIDEO_OPENGL_ES || SDL_VIDEO_OPENGL_ES2

#import <UIKit/UIKit.h>
#import <OpenGLES/EAGL.h>
#import <OpenGLES/ES3/gl.h>
@@ -57,4 +59,6 @@

@end

#endif // SDL_VIDEO_OPENGL_ES || SDL_VIDEO_OPENGL_ES2

/* vi: set ts=4 sw=4 expandtab: */
@@ -20,7 +20,7 @@
*/
#include "../../SDL_internal.h"

#if SDL_VIDEO_DRIVER_UIKIT
#if SDL_VIDEO_DRIVER_UIKIT && (SDL_VIDEO_OPENGL_ES || SDL_VIDEO_OPENGL_ES2)

#include <OpenGLES/EAGLDrawable.h>
#include <OpenGLES/ES2/glext.h>
@@ -116,13 +116,15 @@ static void UIKit_DeleteDevice(SDL_VideoDevice * device)
device->HasClipboardText = UIKit_HasClipboardText;

/* OpenGL (ES) functions */
#if SDL_VIDEO_OPENGL_ES || SDL_VIDEO_OPENGL_ES2
device->GL_MakeCurrent = UIKit_GL_MakeCurrent;
device->GL_GetDrawableSize = UIKit_GL_GetDrawableSize;
device->GL_SwapWindow = UIKit_GL_SwapWindow;
device->GL_CreateContext = UIKit_GL_CreateContext;
device->GL_DeleteContext = UIKit_GL_DeleteContext;
device->GL_GetProcAddress = UIKit_GL_GetProcAddress;
device->GL_LoadLibrary = UIKit_GL_LoadLibrary;
#endif
device->free = UIKit_DeleteDevice;

#if SDL_VIDEO_VULKAN
@@ -180,7 +180,9 @@ - (void)doLoop:(CADisplayLink*)sender
/* Don't run the game loop while a messagebox is up */
if (!UIKit_ShowingMessageBox()) {
/* See the comment in the function definition. */
#if SDL_VIDEO_OPENGL_ES || SDL_VIDEO_OPENGL_ES2
UIKit_GL_RestoreCurrentContext();
#endif

animationCallback(animationCallbackParam);
}
@@ -364,12 +364,16 @@ - (void)layoutSubviews

/* These struct members were added in SDL 2.0.4. */
if (versionnum >= SDL_VERSIONNUM(2,0,4)) {
#if SDL_VIDEO_OPENGL_ES || SDL_VIDEO_OPENGL_ES2
if ([data.viewcontroller.view isKindOfClass:[SDL_uikitopenglview class]]) {
SDL_uikitopenglview *glview = (SDL_uikitopenglview *)data.viewcontroller.view;
info->info.uikit.framebuffer = glview.drawableFramebuffer;
info->info.uikit.colorbuffer = glview.drawableRenderbuffer;
info->info.uikit.resolveFramebuffer = glview.msaaResolveFramebuffer;
} else {
#else
{
#endif
info->info.uikit.framebuffer = 0;
info->info.uikit.colorbuffer = 0;
info->info.uikit.resolveFramebuffer = 0;

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