RenderTarget.resize will now check the autoResize property before applying the change. Textures that have been locked to a fixed size, such as FX POT buffers, will no longer be resized to the full canvas dimensions, causing Out of Memory errors on some mobile devices. Fix #6914

This commit is contained in:
Richard Davey 2024-10-10 18:37:00 +01:00
parent 22bd58599c
commit 509de6ae51

View file

@ -160,7 +160,7 @@ var RenderTarget = new Class({
*/
this.forceClamp = forceClamp;
this.resize(width, height);
this.init(width, height);
if (autoResize)
{
@ -173,6 +173,28 @@ var RenderTarget = new Class({
}
},
/**
* Sets up this Render Target to the given width and height, creating a new
* frame buffer and texture. This method is called automatically by the constructor
* and at no other time.
*
* @method Phaser.Renderer.WebGL.RenderTarget#init
* @since 3.86.0
*
* @param {number} width - The new width of this Render Target.
* @param {number} height - The new height of this Render Target.
*/
init: function (width, height)
{
var renderer = this.renderer;
this.texture = renderer.createTextureFromSource(null, width, height, this.minFilter, this.forceClamp);
this.framebuffer = renderer.createFramebuffer(width, height, this.texture, this.hasDepthBuffer);
this.width = width;
this.height = height;
},
/**
* Sets if this Render Target should automatically resize when the WebGL Renderer
* emits a resize event.
@ -210,9 +232,6 @@ var RenderTarget = new Class({
* them using the new sizes.
*
* This method is called automatically by the pipeline during its resize handler.
*
* Previous to Phaser v3.85 this method would only run if `autoResize` was `true`,
* it will now run regardless.
*
* @method Phaser.Renderer.WebGL.RenderTarget#resize
* @since 3.50.0
@ -224,7 +243,7 @@ var RenderTarget = new Class({
*/
resize: function (width, height)
{
if (this.willResize(width, height))
if (this.autoResize && this.willResize(width, height))
{
var renderer = this.renderer;
@ -264,16 +283,9 @@ var RenderTarget = new Class({
width = Math.round(width * this.scale);
height = Math.round(height * this.scale);
if (width <= 0)
{
width = 1;
}
if (height <= 0)
{
height = 1;
}
width = Math.max(width, 1);
height = Math.max(height, 1);
return (width !== this.width || height !== this.height);
},