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@@ -108,14 +108,26 @@ static EGLenum checkErrorEGL(const char* msg)
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// Initialized EGL resources.
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static bool initEGL()
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{
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+ int samples = 0;
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+ Properties* config = Game::getInstance()->getConfig()->getNamespace("window", true);
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+ if (config)
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+ {
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+ samples = std::max(config->getInt("samples"), 0);
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+ }
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+
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// Hard-coded to 32-bit/OpenGL ES 2.0.
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+ // NOTE: EGL_SAMPLE_BUFFERS, EGL_SAMPLES and EGL_DEPTH_SIZE MUST remain at the beginning of the attribute list
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+ // since they are expected to be at indices 0-5 in config fallback code later.
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+ // EGL_DEPTH_SIZE is also expected to
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EGLint eglConfigAttrs[] =
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{
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+ EGL_SAMPLE_BUFFERS, samples > 0 ? 1 : 0,
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+ EGL_SAMPLES, samples,
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+ EGL_DEPTH_SIZE, 24,
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EGL_RED_SIZE, 8,
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EGL_GREEN_SIZE, 8,
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EGL_BLUE_SIZE, 8,
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EGL_ALPHA_SIZE, 8,
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- EGL_DEPTH_SIZE, 24,
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EGL_STENCIL_SIZE, 8,
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EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
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EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT,
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@@ -144,30 +156,59 @@ static bool initEGL()
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checkErrorEGL("eglGetDisplay");
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goto error;
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}
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-
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+
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if (eglInitialize(__eglDisplay, NULL, NULL) != EGL_TRUE)
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{
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checkErrorEGL("eglInitialize");
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goto error;
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}
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-
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- if (eglChooseConfig(__eglDisplay, eglConfigAttrs, &__eglConfig, 1, &eglConfigCount) != EGL_TRUE)
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- {
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- checkErrorEGL("eglChooseConfig");
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- goto error;
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- }
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-
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- if (eglConfigCount == 0)
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- {
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- // try 16 bit depth buffer instead
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- eglConfigAttrs[9] = 16;
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- if (eglChooseConfig(__eglDisplay, eglConfigAttrs, &__eglConfig, 1, &eglConfigCount) != EGL_TRUE || eglConfigCount == 0)
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- {
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- checkErrorEGL("eglChooseConfig");
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- goto error;
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- }
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- }
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-
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+
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+ // Try both 24 and 16-bit depth sizes since some hardware (i.e. Tegra) does not support 24-bit depth
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+ bool validConfig = false;
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+ EGLint depthSizes[] = { 24, 16 };
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+ for (unsigned int i = 0; i < 2; ++i)
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+ {
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+ eglConfigAttrs[1] = samples > 0 ? 1 : 0;
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+ eglConfigAttrs[3] = samples;
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+ eglConfigAttrs[5] = depthSizes[i];
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+
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+ if (eglChooseConfig(__eglDisplay, eglConfigAttrs, &__eglConfig, 1, &eglConfigCount) == EGL_TRUE && eglConfigCount > 0)
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+ {
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+ validConfig = true;
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+ break;
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+ }
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+
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+ if (samples)
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+ {
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+ // Try lowering the MSAA sample size until we find a supported config
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+ int sampleCount = samples;
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+ while (sampleCount)
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+ {
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+ GP_WARN("No EGL config found for depth_size=%d and samples=%d. Trying samples=%d instead.", depthSizes[i], sampleCount, sampleCount / 2);
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+ sampleCount /= 2;
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+ eglConfigAttrs[1] = sampleCount > 0 ? 1 : 0;
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+ eglConfigAttrs[3] = sampleCount;
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+ if (eglChooseConfig(__eglDisplay, eglConfigAttrs, &__eglConfig, 1, &eglConfigCount) == EGL_TRUE && eglConfigCount > 0)
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+ {
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+ validConfig = true;
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+ break;
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+ }
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+ }
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+ if (validConfig)
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+ break;
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+ }
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+ else
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+ {
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+ GP_WARN("No EGL config found for depth_size=%d.", depthSizes[i]);
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+ }
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+ }
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+
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+ if (!validConfig)
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+ {
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+ checkErrorEGL("eglChooseConfig");
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+ goto error;
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+ }
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+
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__eglContext = eglCreateContext(__eglDisplay, __eglConfig, EGL_NO_CONTEXT, eglContextAttrs);
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if (__eglContext == EGL_NO_CONTEXT)
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{
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