iOS: Avoid generating an OpenGL error (but still fail to create the context) if the specified MSAA sample count is unsupported.

This commit is contained in:
Alex Szpakowski 2015-07-19 19:56:16 -03:00
parent 6ea942dae3
commit c344b734f4

View File

@ -84,6 +84,18 @@
return nil;
}
if (samples > 0) {
GLint maxsamples = 0;
glGetIntegerv(GL_MAX_SAMPLES, &maxsamples);
/* Verify that the sample count is supported before creating any
* multisample Renderbuffers, to avoid generating GL errors. */
if (samples > maxsamples) {
SDL_SetError("Failed creating OpenGL ES framebuffer: Unsupported MSAA sample count");
return nil;
}
}
if (sRGB) {
/* sRGB EAGL drawable support was added in iOS 7. */
if (UIKit_IsSystemVersionAtLeast(7.0)) {
@ -150,11 +162,6 @@
glRenderbufferStorageMultisample(GL_RENDERBUFFER, samples, colorBufferFormat, backingWidth, backingHeight);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, msaaRenderbuffer);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
SDL_SetError("Failed creating OpenGL ES framebuffer: Unsupported MSAA sample count");
return nil;
}
}
if (useDepthBuffer || useStencilBuffer) {