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mirror of https://github.com/godotengine/godot.git synced 2025-11-24 15:26:15 +00:00

Many more fixes for GLES2 mobile export. Also added ability to turn on OpenGL debugging on Android export.

This commit is contained in:
Juan Linietsky
2018-10-02 09:59:25 -03:00
parent 0b73a9e403
commit bad991ea83
8 changed files with 117 additions and 27 deletions

View File

@@ -116,6 +116,7 @@ public class Godot extends Activity implements SensorEventListener, IDownloaderC
private boolean use_32_bits = false;
private boolean use_immersive = false;
private boolean use_debug_opengl = false;
private boolean mStatePaused;
private int mState;
private boolean keep_screen_on = true;
@@ -278,7 +279,7 @@ public class Godot extends Activity implements SensorEventListener, IDownloaderC
// ...add to FrameLayout
layout.addView(edittext);
mView = new GodotView(getApplication(), io, use_gl3, use_32_bits, this);
mView = new GodotView(getApplication(), io, use_gl3, use_32_bits, use_debug_opengl,this);
layout.addView(mView, new LayoutParams(LayoutParams.FILL_PARENT, LayoutParams.FILL_PARENT));
edittext.setView(mView);
io.setEdit(edittext);
@@ -471,6 +472,8 @@ public class Godot extends Activity implements SensorEventListener, IDownloaderC
boolean has_extra = i < command_line.length - 1;
if (command_line[i].equals("--use_depth_32")) {
use_32_bits = true;
} else if (command_line[i].equals("--debug_opengl")) {
use_debug_opengl = true;
} else if (command_line[i].equals("--use_immersive")) {
use_immersive = true;
if (Build.VERSION.SDK_INT >= 19.0) { // check if the application runs on an android 4.4+

View File

@@ -81,16 +81,18 @@ public class GodotView extends GLSurfaceView implements InputDeviceListener {
private static boolean firsttime = true;
private static boolean use_gl3 = false;
private static boolean use_32 = false;
private static boolean use_debug_opengl = false;
private Godot activity;
private InputManagerCompat mInputManager;
public GodotView(Context context, GodotIO p_io, boolean p_use_gl3, boolean p_use_32_bits, Godot p_activity) {
public GodotView(Context context, GodotIO p_io, boolean p_use_gl3, boolean p_use_32_bits, boolean p_use_debug_opengl,Godot p_activity) {
super(context);
ctx = context;
io = p_io;
use_gl3 = p_use_gl3;
use_32 = p_use_32_bits;
use_debug_opengl = p_use_debug_opengl;
activity = p_activity;
@@ -406,6 +408,9 @@ public class GodotView extends GLSurfaceView implements InputDeviceListener {
setRenderer(new Renderer());
}
private static final int _EGL_CONTEXT_FLAGS_KHR = 0x30FC;
private static final int _EGL_CONTEXT_OPENGL_DEBUG_BIT_KHR= 0x00000001;
private static class ContextFactory implements GLSurfaceView.EGLContextFactory {
private static int EGL_CONTEXT_CLIENT_VERSION = 0x3098;
public EGLContext createContext(EGL10 egl, EGLDisplay display, EGLConfig eglConfig) {
@@ -415,9 +420,16 @@ public class GodotView extends GLSurfaceView implements InputDeviceListener {
Log.w(TAG, "creating OpenGL ES 2.0 context :");
checkEglError("Before eglCreateContext", egl);
int[] attrib_list2 = { EGL_CONTEXT_CLIENT_VERSION, 2, EGL10.EGL_NONE };
int[] attrib_list3 = { EGL_CONTEXT_CLIENT_VERSION, 3, EGL10.EGL_NONE };
EGLContext context = egl.eglCreateContext(display, eglConfig, EGL10.EGL_NO_CONTEXT, use_gl3 ? attrib_list3 : attrib_list2);
EGLContext context;
if (use_debug_opengl) {
int[] attrib_list2 = { EGL_CONTEXT_CLIENT_VERSION, 2,_EGL_CONTEXT_FLAGS_KHR,_EGL_CONTEXT_OPENGL_DEBUG_BIT_KHR, EGL10.EGL_NONE };
int[] attrib_list3 = { EGL_CONTEXT_CLIENT_VERSION, 3,_EGL_CONTEXT_FLAGS_KHR,_EGL_CONTEXT_OPENGL_DEBUG_BIT_KHR, EGL10.EGL_NONE };
context = egl.eglCreateContext(display, eglConfig, EGL10.EGL_NO_CONTEXT, use_gl3 ? attrib_list3 : attrib_list2);
} else {
int[] attrib_list2 = { EGL_CONTEXT_CLIENT_VERSION, 2, EGL10.EGL_NONE };
int[] attrib_list3 = { EGL_CONTEXT_CLIENT_VERSION, 3, EGL10.EGL_NONE };
context = egl.eglCreateContext(display, eglConfig, EGL10.EGL_NO_CONTEXT, use_gl3 ? attrib_list3 : attrib_list2);
}
checkEglError("After eglCreateContext", egl);
return context;
}