When framebuffer allocation fails for MSAA in GLES2 revert to normal without ERR_FAIL

This commit is contained in:
clayjohn 2019-10-30 07:45:09 -07:00
parent 924db5fa58
commit 033ae8a543
1 changed files with 23 additions and 6 deletions

View File

@ -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;
}