···399399 return screen;
400400 }
401401402402+ GPU_PushErrorCode("GPU_Init", GPU_ERROR_BACKEND_ERROR, "No renderer out of %d was able to initialize properly", renderer_order_size);
402403 return NULL;
403404}
404405···428429 screen = renderer->impl->Init(renderer, renderer_request, w, h, SDL_flags);
429430 if(screen == NULL)
430431 {
432432+ GPU_PushErrorCode("GPU_InitRendererByID", GPU_ERROR_BACKEND_ERROR, "Renderer %s failed to initialize properly", renderer->id.name);
431433 // Init failed, destroy the renderer...
432434 // Erase the window mappings
433435 _gpu_num_window_mappings = 0;
+1
src/SDL_gpu_renderer.c
···377377 }
378378 }
379379380380+ GPU_PushErrorCode(__func__, GPU_ERROR_BACKEND_ERROR, "Couldn't create a new renderer. Too many active renderers for GPU_MAX_ACTIVE_RENDERERS (%d).", GPU_MAX_ACTIVE_RENDERERS);
380381 return NULL;
381382}
382383
+1-2
src/renderer_GL_common.inl
···847847#ifdef SDL_GPU_USE_SDL2
848848849849 // GL profile
850850+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, 0); // Disable in case this is a fallback renderer
850851 #ifdef SDL_GPU_USE_GLES
851852 SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
852853 #endif
···860861 else
861862 SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
862863 }
863863- #else
864864- SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, 0); // Disable for falling back to other renderers
865864 #endif
866865867866 // GL version