cocoadisplay: Small tweak to fullscreen fix

This commit is contained in:
rdb 2022-12-07 17:16:18 +01:00
parent dcdd504e3f
commit 2a65f583d0

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@ -211,17 +211,15 @@ begin_frame(FrameMode mode, Thread *current_thread) {
cocoagsg->lock_context(); cocoagsg->lock_context();
// Set the drawable. // Set the drawable.
if (_properties.get_fullscreen()) { if (_properties.get_fullscreen() && !is_arm64_mac()) {
// Fullscreen. Note that this call doesn't work with the newer // Fullscreen. Note that this call doesn't work with the newer
// Metal-based OpenGL drivers. // Metal-based OpenGL drivers.
if (!is_arm64_mac()) { CGLError err = CGLSetFullScreenOnDisplay((CGLContextObj) [cocoagsg->_context CGLContextObj], CGDisplayIDToOpenGLDisplayMask(_display));
CGLError err = CGLSetFullScreenOnDisplay((CGLContextObj) [cocoagsg->_context CGLContextObj], CGDisplayIDToOpenGLDisplayMask(_display)); if (err != kCGLNoError) {
if (err != kCGLNoError) { cocoadisplay_cat.error()
cocoadisplay_cat.error() << "Failed call to CGLSetFullScreenOnDisplay with display mask "
<< "Failed call to CGLSetFullScreenOnDisplay with display mask " << CGDisplayIDToOpenGLDisplayMask(_display) << ": " << CGLErrorString(err) << "\n";
<< CGDisplayIDToOpenGLDisplayMask(_display) << ": " << CGLErrorString(err) << "\n"; return false;
return false;
}
} }
} else { } else {
// Although not recommended, it is technically possible to use the same // Although not recommended, it is technically possible to use the same