Fall back to the Canvas renderer when WebGL context creation fails under AUTO - #7371
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pavle-goloskokovic wants to merge 2 commits into
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Fall back to the Canvas renderer when WebGL context creation fails under AUTO#7371pavle-goloskokovic wants to merge 2 commits into
pavle-goloskokovic wants to merge 2 commits into
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This PR
Describe the changes below:
When
type: Phaser.AUTOis used,CreateRendererpicks WebGL ifFeatures.webGLis true. That feature check can pass while the actual context creation still fails:
blacklisted GPUs, devices that hit their WebGL context limit, some embedded webviews,
and background-throttled tabs on game portals. Today
new WebGLRenderer()throws"WebGL unsupported" in that case and the game never boots, even though the Canvas
renderer is compiled in and would work.
With this change, if AUTO was requested and the WebGL renderer throws during
construction,
CreateRendererswitchesconfig.renderTypeto CANVAS and creates aCanvasRendererinstead. The original error is re-dispatched as anerrorevent onwindow, with ". Falling back to CanvasRenderer" appended to its message, so errormonitoring still records that the fallback happened.
An explicit
type: Phaser.WEBGLis unaffected and keeps throwing, so anyone whorequires WebGL can still fail loudly.
Also adds
tests/core/CreateRenderer.test.jscovering the fallback, the dispatchederror, and the explicit-WEBGL rethrow. Note: like the other Game tests it loads
dist/phaser.js, so the two fallback cases only pass against a bundle rebuilt fromthis branch.