Merge pull request #33181 from clayjohn/GLES2-MSAA-fail_gracefully

Fail framebuffer allocation gracefully for MSAA in GLES2
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Rémi Verschelde 2019-10-30 17:12:39 +01:00 committed by GitHub
commit d482a1d8e8
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@ -4742,16 +4742,33 @@ void RasterizerStorageGLES2::_render_target_allocate(RenderTarget *rt) {
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE) {
// Delete allocated resources and default to no MSAA
WARN_PRINT_ONCE("Cannot allocate back framebuffer for MSAA");
printf("err status: %x\n", status);
_render_target_clear(rt);
ERR_FAIL_COND(status != GL_FRAMEBUFFER_COMPLETE);
config.multisample_supported = false;
rt->multisample_active = false;
glDeleteFramebuffers(1, &rt->multisample_fbo);
rt->multisample_fbo = 0;
glDeleteRenderbuffers(1, &rt->multisample_depth);
rt->multisample_depth = 0;
#ifdef ANDROID_ENABLED
glDeleteTextures(1, &rt->multisample_color);
#else
glDeleteRenderbuffers(1, &rt->multisample_color);
#endif
rt->multisample_color = 0;
}
glBindRenderbuffer(GL_RENDERBUFFER, 0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
#ifdef ANDROID_ENABLED
glBindTexture(GL_TEXTURE_2D, 0);
#endif
} else
#endif
#endif // JAVASCRIPT_ENABLED
{
rt->multisample_active = false;
}
@ -4987,10 +5004,10 @@ void RasterizerStorageGLES2::_render_target_clear(RenderTarget *rt) {
glDeleteRenderbuffers(1, &rt->multisample_depth);
rt->multisample_depth = 0;
#ifdef GLES_OVER_GL
glDeleteRenderbuffers(1, &rt->multisample_color);
#else
#ifdef ANDROID_ENABLED
glDeleteTextures(1, &rt->multisample_color);
#else
glDeleteRenderbuffers(1, &rt->multisample_color);
#endif
rt->multisample_color = 0;
}