Integration::GlContextHelperAbstraction& glContextHelperAbstraction,
Integration::DepthBufferAvailable depthBufferAvailableParam,
Integration::StencilBufferAvailable stencilBufferAvailableParam )
- : context( glAbstraction ),
+ : context( glAbstraction, &surfaceContextContainer ),
currentContext( &context ),
glAbstraction( glAbstraction ),
glSyncAbstraction( glSyncAbstraction ),
{
surfaceFrameBuffer = static_cast<Render::SurfaceFrameBuffer*>( instruction.mFrameBuffer );
+ if ( !surfaceFrameBuffer->IsSurfaceValid() )
+ {
+ // Skip rendering the frame buffer if the render surface becomes invalid
+ return;
+ }
+
if ( mImpl->currentContext->IsSurfacelessContextSupported() )
{
Context* surfaceContext = surfaceFrameBuffer->GetContext();