Simple Directmedia Layer
Go to file
Sam Lantinga ecea3c4a24 Fixed bug 3169 - GLES2_CreateRenderer does not check SDL_GL_GetAttribute result, causing use of uninitialized data
Yann Dirson

When attempting to force use of opengles2 renderer with:

    int wanted_renderer = -1;
     for (int i = 0; i < numrenderers; i++) {
 	SDL_RendererInfo renderer_info;
 	if (SDL_GetRenderDriverInfo(i, &renderer_info) != 0) {
 	    SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't get renderer driver info: %s\n",
 			 SDL_GetError());
 	    quit(2);
 	}
 	std::cerr << "Renderer " << i << " '" << renderer_info.name << "': flags=0x"
 		  << std::hex << renderer_info.flags << std::dec
 		  << ", " << renderer_info.num_texture_formats << " texture formats, max="
 		  << renderer_info.max_texture_width << "x"
 		  << renderer_info.max_texture_height << "\n";
	if (!strcmp(renderer_info.name, "opengles2")) {
	    std::cerr << " selecting!\n";
	    wanted_renderer = i;
	}
     }

    renderer = SDL_CreateRenderer(window, wanted_renderer, 0);

... on banana pi or raspberry pi I get an error like the following (the actual
context profile value varies, being used uninitialized)

 ERROR: Couldn't create renderer: Unknown OpenGL context profile 900

With this patch I get the following, which should help more pointing to a real problem:

 ERROR: Couldn't create renderer: Failed getting OpenGL glGetString entry point

I pushed a patch (based on master branch of unofficial git mirror):

550389c89f


I'll be opening a different bug for the underlying issue.
2016-10-01 13:33:32 -07:00
VisualC audio: Removed internal SDL_audiomem.h and macros. 2016-08-05 01:44:15 -04:00
VisualC-WinRT Merge audio capture work back into the mainline. 2016-08-28 13:36:13 -04:00
Xcode Updated version to 2.0.5 in preparation for release 2016-09-28 22:24:01 -07:00
Xcode-iOS iOS: Removed unused constant in demo. 2016-09-30 23:31:24 +02:00
acinclude Fixed crash if initialization of EGL failed but was tried again later. 2015-06-21 17:33:46 +02:00
android-project Commit KEYCODE_SPACE as text input on Android 2016-07-04 10:39:32 -04:00
build-scripts Fixed bug 3276 - build-scripts/showrev.sh prints the tip, which isn't useful if you're on a different -# branch, or just not sync'd to the tip. 2016-10-01 12:52:55 -07:00
cmake Fix CMake CMAKE_REQUIRED_FLAGS handling to preserve existing CMake flags required by Emscripten toolchain. 2016-09-13 00:03:50 -07:00
debian Replaced SDL_qsort with public domain code from PDCLib: http://pdclib.e43.eu/ 2016-02-15 03:16:46 -05:00
docs Updated Linux notes on building with Mir and Wayland support. 2016-09-29 12:04:07 -04:00
include Fixed bug 3301 - IBus support on Linux with CMake 2016-10-01 12:48:08 -07:00
premake Fixed bug 3262 - Premake scripts are not compatible with "Genie" (premake fork) 2016-10-01 12:56:28 -07:00
src Fixed bug 3169 - GLES2_CreateRenderer does not check SDL_GL_GetAttribute result, causing use of uninitialized data 2016-10-01 13:33:32 -07:00
test Fixed bug 3318 - testime.c enhancement with GNU Unifont support 2016-10-01 12:43:14 -07:00
visualtest Fixed crash if initialization of EGL failed but was tried again later. 2015-06-21 17:33:46 +02:00
.hgignore wayland: Build own version of core protocol 2016-06-23 18:39:05 +08:00
Android.mk Fixed crash if initialization of EGL failed but was tried again later. 2015-06-21 17:33:46 +02:00
BUGS.txt BUGS.txt: Bugzilla supports SSL; changed link to https:// ... 2016-08-01 13:36:43 -04:00
CMakeLists.txt Fix CMake setting an incorrect video backend on iOS 2016-10-01 17:05:29 -03:00
COPYING.txt Updated copyright to 2016 2016-01-02 10:10:34 -08:00
CREDITS.txt Fixed crash if initialization of EGL failed but was tried again later. 2015-06-21 17:33:46 +02:00
INSTALL.txt Fixed crash if initialization of EGL failed but was tried again later. 2015-06-21 17:33:46 +02:00
Makefile.in wayland: Build own version of core protocol 2016-06-23 18:39:05 +08:00
Makefile.minimal Fixed crash if initialization of EGL failed but was tried again later. 2015-06-21 17:33:46 +02:00
Makefile.pandora Pandora: Fixed referring to no more existing atomic source file in Makefile. 2016-07-19 21:01:13 +02:00
Makefile.psp PSP: Added missing object for generic TLS to Makefile. 2016-02-13 17:34:14 +01:00
Makefile.wiz Pandora: Updated SDL version in Makefile. 2016-07-19 21:01:30 +02:00
README-SDL.txt Another commit to test revision control. 2016-03-08 20:26:26 -05:00
README.txt Fixed crash if initialization of EGL failed but was tried again later. 2015-06-21 17:33:46 +02:00
SDL2.spec.in Fixed crash if initialization of EGL failed but was tried again later. 2015-06-21 17:33:46 +02:00
TODO.txt Fixed crash if initialization of EGL failed but was tried again later. 2015-06-21 17:33:46 +02:00
VisualC.html Fixed two typos in documentation. 2016-01-12 22:23:53 +01:00
WhatsNew.txt Updated some header comments and iOS documentation to better clarify high-dpi / retina support and screen-coordinate sizes versus pixel sizes. 2015-12-31 21:16:43 -04:00
autogen.sh Fix running autogen.sh out-of-tree 2016-10-01 10:39:03 -07:00
cmake_uninstall.cmake.in Fixed crash if initialization of EGL failed but was tried again later. 2015-06-21 17:33:46 +02:00
configure Updated version to 2.0.5 in preparation for release 2016-09-28 22:24:01 -07:00
configure.in Updated version to 2.0.5 in preparation for release 2016-09-28 22:24:01 -07:00
sdl2-config.cmake.in Fixed typo in sdl2-config.cmake.in (thanks, Rafal!). 2015-12-28 23:29:11 -05:00
sdl2-config.in Fixed crash if initialization of EGL failed but was tried again later. 2015-06-21 17:33:46 +02:00
sdl2.m4 Fixed bug 3429 - Update AM_PATH_SDL2() to also check for SDL2.framework 2016-09-29 16:37:08 -07:00
sdl2.pc.in Fixed crash if initialization of EGL failed but was tried again later. 2015-06-21 17:33:46 +02:00

README.txt

                         Simple DirectMedia Layer

                                  (SDL)

                                Version 2.0

---
http://www.libsdl.org/

Simple DirectMedia Layer is a cross-platform development library designed
to provide low level access to audio, keyboard, mouse, joystick, and graphics
hardware via OpenGL and Direct3D. It is used by video playback software,
emulators, and popular games including Valve's award winning catalog
and many Humble Bundle games.

More extensive documentation is available in the docs directory, starting
with README.md

Enjoy!
	Sam Lantinga				(slouken@libsdl.org)