Basically working MSAA on desktop GPUs! Some glitches remain.

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Henrik Rydgård committed 2022-12-01 22:49:00 +01:00
1 parent 06af304c8d
commit 4dfce4f6bc
16 files changed
+153 -72

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@@ -1652,7 +1652,10 @@ void FramebufferManagerCommon::ResizeFramebufFBO(VirtualFramebuffer *vfb, int w,
shaderManager_->DirtyLastShader();
char tag[128];
size_t len = FormatFramebufferName(vfb, tag, sizeof(tag));
vfb->fbo = draw_->CreateFramebuffer({ vfb->renderWidth, vfb->renderHeight, 1, GetFramebufferLayers(), 1, true, tag });
int msaaLevel = g_Config.iMultiSampleLevel;
vfb->fbo = draw_->CreateFramebuffer({ vfb->renderWidth, vfb->renderHeight, 1, GetFramebufferLayers(), msaaLevel, true, tag });
if (Memory::IsVRAMAddress(vfb->fb_address) && vfb->fb_stride != 0) {
NotifyMemInfo(MemBlockFlags::ALLOC, vfb->fb_address, ColorBufferByteSize(vfb), tag, len);
}