diff options
author | clayjohn <claynjohn@gmail.com> | 2019-10-30 07:45:09 -0700 |
---|---|---|
committer | clayjohn <claynjohn@gmail.com> | 2019-10-30 07:45:09 -0700 |
commit | 033ae8a543b0be3af8795070f7f2bff46b350de2 (patch) | |
tree | 554ccb046a14436c4c9ef0fa1d09437c6aba9335 | |
parent | 924db5fa58ab28912857029ec8dd34fbde771550 (diff) |
When framebuffer allocation fails for MSAA in GLES2 revert to normal without ERR_FAIL
-rw-r--r-- | drivers/gles2/rasterizer_storage_gles2.cpp | 29 |
1 files changed, 23 insertions, 6 deletions
diff --git a/drivers/gles2/rasterizer_storage_gles2.cpp b/drivers/gles2/rasterizer_storage_gles2.cpp index 0f51d07b6e..b55b623632 100644 --- a/drivers/gles2/rasterizer_storage_gles2.cpp +++ b/drivers/gles2/rasterizer_storage_gles2.cpp @@ -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; } |