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iOS: Avoid generating an OpenGL error (but still fail to create the context) if the specified MSAA sample count is unsupported.
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@ -84,6 +84,18 @@
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return nil;
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}
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if (samples > 0) {
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GLint maxsamples = 0;
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glGetIntegerv(GL_MAX_SAMPLES, &maxsamples);
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/* Verify that the sample count is supported before creating any
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* multisample Renderbuffers, to avoid generating GL errors. */
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if (samples > maxsamples) {
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SDL_SetError("Failed creating OpenGL ES framebuffer: Unsupported MSAA sample count");
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return nil;
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}
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}
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if (sRGB) {
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/* sRGB EAGL drawable support was added in iOS 7. */
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if (UIKit_IsSystemVersionAtLeast(7.0)) {
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@ -150,11 +162,6 @@
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glRenderbufferStorageMultisample(GL_RENDERBUFFER, samples, colorBufferFormat, backingWidth, backingHeight);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, msaaRenderbuffer);
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if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
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SDL_SetError("Failed creating OpenGL ES framebuffer: Unsupported MSAA sample count");
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return nil;
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}
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}
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if (useDepthBuffer || useStencilBuffer) {
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