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+From c758a59b2b26e3ab22c4fbcba6c83e0b385b86ce Mon Sep 17 00:00:00 2001
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+From: Jelle Raaijmakers <jelle@gmta.nl>
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+Date: Wed, 12 Jan 2022 13:41:39 +0100
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+Subject: [PATCH] Prevent call to `glGetIntegerv` without context
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+
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+This call to `SDL_GL_GetAttribute` happens when switching from the
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+launcher to the game, when no GL context may exist. This caused Grim
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+Fandango to crash almost immediately.
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+
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+Since this is for MSAA which we do not yet support, patch it out.
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+---
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+ backends/graphics3d/openglsdl/openglsdl-graphics3d.cpp | 2 +-
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+ 1 file changed, 1 insertion(+), 1 deletion(-)
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+
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+diff --git a/backends/graphics3d/openglsdl/openglsdl-graphics3d.cpp b/backends/graphics3d/openglsdl/openglsdl-graphics3d.cpp
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+index d5c034f..8a4e3ff 100644
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+--- a/backends/graphics3d/openglsdl/openglsdl-graphics3d.cpp
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++++ b/backends/graphics3d/openglsdl/openglsdl-graphics3d.cpp
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+@@ -185,7 +185,7 @@ void OpenGLSdlGraphics3dManager::setupScreen() {
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+ // (or not bridged in Emscripten?). This forces a windows reset.
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+ currentSamples = -1;
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+ #else
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+- SDL_GL_GetAttribute(SDL_GL_MULTISAMPLESAMPLES, ¤tSamples);
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++ currentSamples = -1;
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+ #endif
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+
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+ // When rendering to a framebuffer, MSAA is enabled on that framebuffer, not on the screen
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+--
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+2.32.0
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+
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