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Use CALayer instead of NSView for EGLNativeWindowType
The only two EGL implementations on macOS are Swiftshader and ANGLE. While Swiftshader supports both `NSView` and `CALayer` as `EGLNativeWindowType`, ANGLE supports only `CALayer`. Furthermore Swiftshader's OpenGL ES frontend is deprecated in favor of using ANGLE's Vulkan backend on top of Swiftshader's Vulkan frontend. This means that on macOS `EGLNativeWindowType` should be a `CALayer` for compatibility with ANGLE. Fixes #1169. Closes #1680.
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@ -157,6 +157,7 @@ information on what to include when reporting a bug.
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- [Cocoa] Bugfix: Undecorated windows could not be iconified on recent macOS
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- [Cocoa] Bugfix: Undecorated windows could not be iconified on recent macOS
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- [Cocoa] Bugfix: Touching event queue from secondary thread before main thread
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- [Cocoa] Bugfix: Touching event queue from secondary thread before main thread
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would abort (#1649)
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would abort (#1649)
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- [Cocoa] Use `CALayer` instead of `NSView` for `EGLNativeWindowType` (#1169)
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- [X11] Bugfix: The CMake files did not check for the XInput headers (#1480)
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- [X11] Bugfix: The CMake files did not check for the XInput headers (#1480)
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- [X11] Bugfix: Key names were not updated when the keyboard layout changed
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- [X11] Bugfix: Key names were not updated when the keyboard layout changed
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(#1462,#1528)
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(#1462,#1528)
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@ -92,7 +92,7 @@ typedef VkResult (APIENTRY *PFN_vkCreateMetalSurfaceEXT)(VkInstance,const VkMeta
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#define _glfw_dlclose(handle) dlclose(handle)
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#define _glfw_dlclose(handle) dlclose(handle)
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#define _glfw_dlsym(handle, name) dlsym(handle, name)
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#define _glfw_dlsym(handle, name) dlsym(handle, name)
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#define _GLFW_EGL_NATIVE_WINDOW ((EGLNativeWindowType) window->ns.view)
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#define _GLFW_EGL_NATIVE_WINDOW ((EGLNativeWindowType) window->ns.layer)
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#define _GLFW_EGL_NATIVE_DISPLAY EGL_DEFAULT_DISPLAY
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#define _GLFW_EGL_NATIVE_DISPLAY EGL_DEFAULT_DISPLAY
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#define _GLFW_PLATFORM_WINDOW_STATE _GLFWwindowNS ns
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#define _GLFW_PLATFORM_WINDOW_STATE _GLFWwindowNS ns
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@ -906,6 +906,11 @@ int _glfwPlatformCreateWindow(_GLFWwindow* window,
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}
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}
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else if (ctxconfig->source == GLFW_EGL_CONTEXT_API)
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else if (ctxconfig->source == GLFW_EGL_CONTEXT_API)
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{
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{
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// EGL implementation on macOS use CALayer* EGLNativeWindowType so we
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// need to get the layer for EGL window surface creation.
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[window->ns.view setWantsLayer:YES];
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window->ns.layer = [window->ns.view layer];
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if (!_glfwInitEGL())
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if (!_glfwInitEGL())
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return GLFW_FALSE;
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return GLFW_FALSE;
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if (!_glfwCreateContextEGL(window, ctxconfig, fbconfig))
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if (!_glfwCreateContextEGL(window, ctxconfig, fbconfig))
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