When framebuffer allocation fails for MSAA in GLES2 revert to normal without ERR_FAIL
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@ -4742,16 +4742,33 @@ void RasterizerStorageGLES2::_render_target_allocate(RenderTarget *rt) {
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GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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if (status != GL_FRAMEBUFFER_COMPLETE) {
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// Delete allocated resources and default to no MSAA
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WARN_PRINT_ONCE("Cannot allocate back framebuffer for MSAA");
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printf("err status: %x\n", status);
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_render_target_clear(rt);
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ERR_FAIL_COND(status != GL_FRAMEBUFFER_COMPLETE);
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config.multisample_supported = false;
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rt->multisample_active = false;
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glDeleteFramebuffers(1, &rt->multisample_fbo);
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rt->multisample_fbo = 0;
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glDeleteRenderbuffers(1, &rt->multisample_depth);
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rt->multisample_depth = 0;
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#ifdef ANDROID_ENABLED
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glDeleteTextures(1, &rt->multisample_color);
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#else
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glDeleteRenderbuffers(1, &rt->multisample_color);
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#endif
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rt->multisample_color = 0;
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}
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glBindRenderbuffer(GL_RENDERBUFFER, 0);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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#ifdef ANDROID_ENABLED
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glBindTexture(GL_TEXTURE_2D, 0);
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#endif
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} else
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#endif
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#endif // JAVASCRIPT_ENABLED
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{
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rt->multisample_active = false;
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}
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@ -4987,10 +5004,10 @@ void RasterizerStorageGLES2::_render_target_clear(RenderTarget *rt) {
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glDeleteRenderbuffers(1, &rt->multisample_depth);
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rt->multisample_depth = 0;
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#ifdef GLES_OVER_GL
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glDeleteRenderbuffers(1, &rt->multisample_color);
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#else
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#ifdef ANDROID_ENABLED
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glDeleteTextures(1, &rt->multisample_color);
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#else
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glDeleteRenderbuffers(1, &rt->multisample_color);
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#endif
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rt->multisample_color = 0;
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}
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