forked from mirrors/0ad
Fixes MSAA on macOS GL drivers for textures with incorrect sample count, fixes #6480
Refs #5969 Tested By: Langbart Differential Revision: https://code.wildfiregames.com/D4581 This was SVN commit r26737.
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@@ -555,7 +555,7 @@ void CPostprocManager::UpdateAntiAliasingTechnique()
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// We don't want to enable MSAA in Atlas, because it uses wxWidgets and its canvas.
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if (g_AtlasGameLoop && g_AtlasGameLoop->running)
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return;
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if (!g_VideoMode.GetBackendDevice()->GetCapabilities().multisampling && !m_AllowedSampleCounts.empty())
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if (!g_VideoMode.GetBackendDevice()->GetCapabilities().multisampling || m_AllowedSampleCounts.empty())
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{
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LOGWARNING("MSAA is unsupported.");
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return;
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@@ -565,7 +565,7 @@ void CPostprocManager::UpdateAntiAliasingTechnique()
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if (std::find(std::begin(m_AllowedSampleCounts), std::end(m_AllowedSampleCounts), m_MultisampleCount) ==
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std::end(m_AllowedSampleCounts))
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{
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m_MultisampleCount = 4;
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m_MultisampleCount = std::min(4u, g_VideoMode.GetBackendDevice()->GetCapabilities().maxSampleCount);
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LOGWARNING("Wrong MSAA sample count: %s.", m_AAName.EscapeToPrintableASCII().c_str());
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}
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m_UsingMultisampleBuffer = true;
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