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