Try opening EGL display when checking if ANGLE is supported.
@@ -173,6 +173,15 @@ Error EGLManager::_gldisplay_create_context(GLDisplay &p_gldisplay) {
return OK;
}
+Error EGLManager::open_display(void *p_display) {
+ int gldisplay_id = _get_gldisplay_id(p_display);
+ if (gldisplay_id < 0) {
+ return ERR_CANT_CREATE;
+ } else {
+ return OK;
+ }
+}
+
int EGLManager::display_get_native_visual_id(void *p_display) {
int gldisplay_id = _get_gldisplay_id(p_display);
ERR_FAIL_COND_V(gldisplay_id < 0, ERR_CANT_CREATE);
@@ -92,6 +92,7 @@ private:
public:
int display_get_native_visual_id(void *p_display);
+ Error open_display(void *p_display);
Error window_create(DisplayServer::WindowID p_window_id, void *p_display, void *p_native_window, int p_width, int p_height);
void window_destroy(DisplayServer::WindowID p_window_id);
@@ -4501,7 +4501,7 @@ DisplayServerMacOS::DisplayServerMacOS(const String &p_rendering_driver, WindowM
#if defined(GLES3_ENABLED)
if (rendering_driver == "opengl3_angle") {
gl_manager_angle = memnew(GLManagerANGLE_MacOS);
- if (gl_manager_angle->initialize() != OK) {
+ if (gl_manager_angle->initialize() != OK || gl_manager_angle->open_display(nullptr) != OK) {
memdelete(gl_manager_angle);
gl_manager_angle = nullptr;
bool fallback = GLOBAL_GET("rendering/gl_compatibility/fallback_to_native");