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Use raster copies to work around lack of working copy support in MSAA mode.
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@ -437,10 +437,11 @@ public:
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int Width() { return width_; }
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int Height() { return height_; }
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int Layers() { return layers_; }
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int MultiSampleLevel() { return multiSampleLevel_; }
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virtual void UpdateTag(const char *tag) {}
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protected:
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int width_ = -1, height_ = -1, layers_ = 1;
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int width_ = -1, height_ = -1, layers_ = 1, multiSampleLevel_ = 0;
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};
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class Buffer : public RefCountedObject {
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@ -3002,9 +3002,9 @@ void FramebufferManagerCommon::BlitFramebuffer(VirtualFramebuffer *dst, int dstX
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bool useBlit = channel == RASTER_COLOR ? draw_->GetDeviceCaps().framebufferBlitSupported : false;
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bool useCopy = channel == RASTER_COLOR ? draw_->GetDeviceCaps().framebufferCopySupported : false;
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if (dst == currentRenderVfb_) {
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if (dst == currentRenderVfb_ || dst->fbo->MultiSampleLevel() != 0 || src->fbo->MultiSampleLevel() != 0) {
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// If already bound, using either a blit or a copy is unlikely to be an optimization.
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// So we're gonna use a raster draw instead.
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// So we're gonna use a raster draw instead. Also multisampling has problems with copies currently.
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useBlit = false;
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useCopy = false;
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}
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