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@@ -2219,7 +2219,7 @@ namespace bgfx { namespace gl
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bx::memSet(m_uniforms, 0, sizeof(m_uniforms) );
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bx::memSet(&m_resolution, 0, sizeof(m_resolution) );
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- setRenderContextSize(_init.resolution.width, _init.resolution.height);
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+ setRenderContextSize(_init.resolution.width, _init.resolution.height, _init.resolution.reset);
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m_vendor = getGLString(GL_VENDOR);
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m_renderer = getGLString(GL_RENDERER);
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@@ -3805,7 +3805,8 @@ namespace bgfx { namespace gl
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void createMsaaFbo(uint32_t _width, uint32_t _height, uint32_t _msaa)
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{
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if (0 == m_msaaBackBufferFbo // iOS
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- && 1 < _msaa)
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+ && 1 < _msaa
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+ && !m_glctx.m_msaaContext)
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{
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GLenum storageFormat = m_resolution.reset & BGFX_RESET_SRGB_BACKBUFFER
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? GL_SRGB8_ALPHA8
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@@ -4063,7 +4064,7 @@ namespace bgfx { namespace gl
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{
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if (!m_glctx.isValid() )
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{
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- m_glctx.create(_width, _height);
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+ m_glctx.create(_width, _height, _flags);
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#if BX_PLATFORM_IOS
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// iOS: need to figure out how to deal with FBO created by context.
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