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.
Sam Lantinga 2019-12-03 22:07:58 -08:00
parent e5af951eae
commit b7576025e3
8 changed files with 20 additions and 2 deletions

View File

@ -65,7 +65,9 @@ UIKit_PumpEvents(_THIS)
} 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 */

View File

@ -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: */

View File

@ -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"

View File

@ -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: */

View File

@ -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>

View File

@ -116,6 +116,7 @@ UIKit_CreateDevice(int devindex)
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;
@ -123,6 +124,7 @@ UIKit_CreateDevice(int devindex)
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

View File

@ -180,7 +180,9 @@ SDL_HideHomeIndicatorHintChanged(void *userdata, const char *name, const char *o
/* 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);
}

View File

@ -364,12 +364,16 @@ UIKit_GetWindowWMInfo(_THIS, SDL_Window * window, SDL_SysWMinfo * info)
/* 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;