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https://github.com/perfect-dark-pc-port/perfect_dark.git
synced 2026-10-24 00:02:43 +02:00
port: when loading GL try 3.0 and 3.2 core as well
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+1026
-193
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@@ -73,8 +73,6 @@ static void gfx_sdl_init(const char* game_name, const char* gfx_api_name, bool s
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SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
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SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_COMPATIBILITY);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1);
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if (sysArgCheck("--debug-gl")) {
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_DEBUG_FLAG);
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}
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@@ -94,10 +92,36 @@ static void gfx_sdl_init(const char* game_name, const char* gfx_api_name, bool s
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sysFatalError("Could not open SDL window:\n%s", SDL_GetError());
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}
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ctx = SDL_GL_CreateContext(wnd);
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if (!ctx) {
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sysFatalError("Could not create GL2.1 context:\n%s", SDL_GetError());
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// ideally we need 3.0 compat
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// if that doesn't work, try 3.2 core in case we're on mac, 2.1 compat as a last resort
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static const u32 glver[][3] = {
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{ 3, 0, SDL_GL_CONTEXT_PROFILE_COMPATIBILITY },
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{ 3, 2, SDL_GL_CONTEXT_PROFILE_CORE },
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{ 2, 1, SDL_GL_CONTEXT_PROFILE_COMPATIBILITY },
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};
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ctx = NULL;
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u32 vmin = 0, vmaj = 0;
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for (u32 i = 0; i < sizeof(glver) / sizeof(*glver); ++i) {
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vmaj = glver[i][0];
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vmin = glver[i][1];
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, vmaj);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, vmin);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, glver[i][2]);
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ctx = SDL_GL_CreateContext(wnd);
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if (!ctx) {
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sysLogPrintf(LOG_WARNING, "GL: could not create GL%d.%d context: %s", vmaj, vmin, SDL_GetError());
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} else {
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break;
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}
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}
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if (!ctx) {
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sysFatalError("Could not create an OpenGL context of any supported version.\nSDL error: %s", SDL_GetError());
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} else {
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sysLogPrintf(LOG_NOTE, "GL: created GL%d.%d context", vmaj, vmin);
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}
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SDL_GL_MakeCurrent(wnd, ctx);
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SDL_GL_SetSwapInterval(1);
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