| Summary: | EGL ChooseConfig selects software renderer on Android | ||
|---|---|---|---|
| Product: | SDL | Reporter: | mittorn |
| Component: | video | Assignee: | Sam Lantinga <slouken> |
| Status: | WAITING --- | QA Contact: | Sam Lantinga <slouken> |
| Severity: | normal | ||
| Priority: | P2 | CC: | sylvain.becker |
| Version: | 2.0.3 | ||
| Hardware: | All | ||
| OS: | Android (All) | ||
|
Description
mittorn
2015-04-25 15:14:43 UTC
Can you provide a patch that gives the behavior you would expect? Thanks! This commit enables egl context select by macro, which is always disabled: https://github.com/mittorn/SDL-mirror/commit/9c0e1dd819cd8470dd80c9ff5085def223306a16 The only reason when enable it. I think, if it does not work on many android devices, it may be broken on other EGL implementations. Android drivers does return invalid contexts in list, but first context is valid on all devices. maybe enable macro on all non-android devices? Hi, Some time ago, there was an analog situation: a bad EGL config was chosen, discarding the correct ones. See https://bugzilla.libsdl.org/show_bug.cgi?id=2291 I ended up checking all the EGL config, and clearly some were producing a blinking red overlay. 1) I wonder now if adding "SDL_RENDERER_PRESENTVSYNC" would have fixed the issue ? And also if it would fix your issue. 2) I suggest that instead of a pre-processor ifdef, maybe we could add a software SDL Hint to disable the bit-diff. |