Renderer: skip a frame the GPU won't stage instead of crashing (#1469) (#1579)

Thanks @DuBearte.
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DuBearte authored and GitHub committed 2026-10-16 00:27:33 -04:00
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@@ -147,6 +147,8 @@ SolidCraft changes:
- `src/lib.rs`: use 1x MSAA on the selected OpenGL adapter before creating pipelines,
exposing the effective sample count so host paint callbacks can match it.
- `src/winit.rs`: use that same effective count for depth and resolve attachments.
- `src/renderer.rs`: when the GPU refuses a staging buffer for a frame's meshes (device lost
or out of memory), log a warning and draw nothing that frame instead of panicking (#1469).
- Other backends retain requested MSAA, without another adapter or device probe.
- `src/lib.rs`: clamp MSAA to the largest sample count the device supports for the surface and
depth formats (`supported_msaa_samples`, `RenderState::msaa_supported`): a saved 8x on a