iOS SDL_GL_CreateContext: Clamp the multisample sample count when the requested value is too high, rather than failing to create the context. This matches the SDL_GL_CreateContext behavior in OS X.
diff --git a/src/video/uikit/SDL_uikitopenglview.m b/src/video/uikit/SDL_uikitopenglview.m
index 5b8e9cc..acfdb28 100644
--- a/src/video/uikit/SDL_uikitopenglview.m
+++ b/src/video/uikit/SDL_uikitopenglview.m
@@ -88,12 +88,8 @@
GLint maxsamples = 0;
glGetIntegerv(GL_MAX_SAMPLES, &maxsamples);
- /* Verify that the sample count is supported before creating any
- * multisample Renderbuffers, to avoid generating GL errors. */
- if (samples > maxsamples) {
- SDL_SetError("Failed creating OpenGL ES framebuffer: Unsupported MSAA sample count");
- return nil;
- }
+ /* Clamp the samples to the max supported count. */
+ samples = MIN(samples, maxsamples);
}
if (sRGB) {