Pass -DUSE_GLES to sdl2 GL init context instead of -DTARGET_RPI, since there are more GLES platforms out there that this engine will run on.
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b0404194d2
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3
Makefile
3
Makefile
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@ -133,7 +133,8 @@ endif
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ifeq ($(NON_MATCHING),1)
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ifeq ($(NON_MATCHING),1)
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VERSION_CFLAGS := $(VERSION_CFLAGS) -DNON_MATCHING -DAVOID_UB
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VERSION_CFLAGS := $(VERSION_CFLAGS) -DNON_MATCHING -DAVOID_UB
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ifeq ($(TARGET_RPI),1) # Define RPi to change SDL2 title & GLES2 hints
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ifeq ($(TARGET_RPI),1) # Define RPi to change SDL2 title & GLES2 hints
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VERSION_CFLAGS += -DTARGET_RPI
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# Other platforms will use GLES2 eventually, not only RPis.
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VERSION_CFLAGS += -DUSE_GLES
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endif
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endif
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VERSION_ASFLAGS := --defsym AVOID_UB=1
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VERSION_ASFLAGS := --defsym AVOID_UB=1
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COMPARE := 0
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COMPARE := 0
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@ -100,7 +100,7 @@ static void gfx_sdl_init(void) {
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SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
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SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
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SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
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SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
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#ifdef TARGET_RPI
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#ifdef USE_GLES
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2); // These attributes allow for hardware acceleration on RPis.
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2); // These attributes allow for hardware acceleration on RPis.
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
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@ -109,18 +109,18 @@ static void gfx_sdl_init(void) {
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//SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1);
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//SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1);
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//SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 4);
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//SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 4);
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#ifndef TARGET_RPI
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#ifndef USE_GLES
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wnd = SDL_CreateWindow("Super Mario 64 PC-Port", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
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wnd = SDL_CreateWindow("Super Mario 64 PC port (OpenGL)", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
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DESIRED_SCREEN_WIDTH, DESIRED_SCREEN_HEIGHT, SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN | SDL_WINDOW_RESIZABLE);
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DESIRED_SCREEN_WIDTH, DESIRED_SCREEN_HEIGHT, SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN | SDL_WINDOW_RESIZABLE);
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#else
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#else
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wnd = SDL_CreateWindow("Super Mario 64 RPi (GLES2)", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
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wnd = SDL_CreateWindow("Super Mario 64 PC port (OpenGL_ES2)", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
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DESIRED_SCREEN_WIDTH, DESIRED_SCREEN_HEIGHT, SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN | SDL_WINDOW_RESIZABLE);
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DESIRED_SCREEN_WIDTH, DESIRED_SCREEN_HEIGHT, SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN | SDL_WINDOW_RESIZABLE);
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#endif
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#endif
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gfx_sdl_set_fullscreen(configFullscreen);
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gfx_sdl_set_fullscreen(configFullscreen);
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SDL_GL_CreateContext(wnd);
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SDL_GL_CreateContext(wnd);
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SDL_GL_SetSwapInterval(2); // TODO 0, 1 or 2 or remove this line
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SDL_GL_SetSwapInterval(1); // We have a double buffered GL context, it makes no sense to want tearing.
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for (size_t i = 0; i < sizeof(windows_scancode_table) / sizeof(SDL_Scancode); i++) {
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for (size_t i = 0; i < sizeof(windows_scancode_table) / sizeof(SDL_Scancode); i++) {
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inverted_scancode_table[windows_scancode_table[i]] = i;
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inverted_scancode_table[windows_scancode_table[i]] = i;
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