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https://github.com/love2d/love.git
synced 2026-08-16 16:20:42 +02:00
Renamed all cases of FSAA to the more accurately-named MSAA. The FSAA names (canvas:getFSAA, t.window.fsaa, etc.) still exist for now, for backwards-compatibility.
This commit is contained in:
@@ -423,15 +423,15 @@ static void getStrategy()
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}
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}
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Canvas::Canvas(int width, int height, Format format, int fsaa)
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Canvas::Canvas(int width, int height, Format format, int msaa)
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: fbo(0)
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, resolve_fbo(0)
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, texture(0)
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, fsaa_buffer(0)
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, msaa_buffer(0)
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, depth_stencil(0)
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, format(format)
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, fsaa_samples(fsaa)
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, fsaa_dirty(false)
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, msaa_samples(msaa)
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, msaa_dirty(false)
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{
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this->width = width;
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this->height = height;
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@@ -473,7 +473,7 @@ Canvas::~Canvas()
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unloadVolatile();
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}
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bool Canvas::createFSAAFBO(GLenum internalformat)
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bool Canvas::createMSAAFBO(GLenum internalformat)
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{
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// Create our FBO without a texture.
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status = strategy->createFBO(fbo, 0);
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@@ -488,7 +488,7 @@ bool Canvas::createFSAAFBO(GLenum internalformat)
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}
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// Create and attach the MSAA buffer for our FBO.
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if (strategy->createMSAABuffer(width, height, fsaa_samples, internalformat, fsaa_buffer))
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if (strategy->createMSAABuffer(width, height, msaa_samples, internalformat, msaa_buffer))
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status = GL_FRAMEBUFFER_COMPLETE;
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else
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status = GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT;
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@@ -500,10 +500,10 @@ bool Canvas::createFSAAFBO(GLenum internalformat)
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if (status != GL_FRAMEBUFFER_COMPLETE)
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{
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// Clean up.
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strategy->deleteFBO(fbo, 0, fsaa_buffer);
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strategy->deleteFBO(fbo, 0, msaa_buffer);
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strategy->deleteFBO(resolve_fbo, 0, 0);
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fbo = fsaa_buffer = resolve_fbo = 0;
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fsaa_samples = 0;
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fbo = msaa_buffer = resolve_fbo = 0;
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msaa_samples = 0;
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}
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if (current != this)
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@@ -515,7 +515,7 @@ bool Canvas::createFSAAFBO(GLenum internalformat)
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bool Canvas::loadVolatile()
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{
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fbo = depth_stencil = texture = 0;
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resolve_fbo = fsaa_buffer = 0;
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resolve_fbo = msaa_buffer = 0;
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status = GL_FRAMEBUFFER_COMPLETE;
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// glTexImage2D is guaranteed to error in this case.
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@@ -562,16 +562,16 @@ bool Canvas::loadVolatile()
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glGetIntegerv(GL_MAX_SAMPLES, &max_samples);
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}
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if (fsaa_samples > max_samples)
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fsaa_samples = max_samples;
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if (msaa_samples > max_samples)
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msaa_samples = max_samples;
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// Try to create a FSAA FBO if requested.
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bool fsaasuccess = false;
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if (fsaa_samples > 1)
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fsaasuccess = createFSAAFBO(internalformat);
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// Try to create a MSAA FBO if requested.
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bool msaasuccess = false;
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if (msaa_samples > 1)
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msaasuccess = createMSAAFBO(internalformat);
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// On failure (or no requested FSAA), fall back to a regular FBO.
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if (!fsaasuccess)
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// On failure (or no requested MSAA), fall back to a regular FBO.
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if (!msaasuccess)
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status = strategy->createFBO(fbo, texture);
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if (status != GL_FRAMEBUFFER_COMPLETE)
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@@ -579,20 +579,20 @@ bool Canvas::loadVolatile()
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clear(Color(0, 0, 0, 0));
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fsaa_dirty = (fsaa_buffer != 0);
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msaa_dirty = (msaa_buffer != 0);
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return true;
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}
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void Canvas::unloadVolatile()
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{
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strategy->deleteFBO(fbo, depth_stencil, fsaa_buffer);
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strategy->deleteFBO(fbo, depth_stencil, msaa_buffer);
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strategy->deleteFBO(resolve_fbo, 0, 0);
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gl.deleteTexture(texture);
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fbo = depth_stencil = texture = 0;
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resolve_fbo = fsaa_buffer = 0;
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resolve_fbo = msaa_buffer = 0;
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for (size_t i = 0; i < attachedCanvases.size(); i++)
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attachedCanvases[i]->release();
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@@ -708,8 +708,8 @@ void Canvas::setupGrab()
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else if (screenHasSRGB)
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glDisable(GL_FRAMEBUFFER_SRGB);
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if (fsaa_buffer != 0)
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fsaa_dirty = true;
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if (msaa_buffer != 0)
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msaa_dirty = true;
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}
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void Canvas::startGrab(const std::vector<Canvas *> &canvases)
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@@ -726,8 +726,8 @@ void Canvas::startGrab(const std::vector<Canvas *> &canvases)
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if ((int) canvases.size() + 1 > gl.getMaxRenderTargets())
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throw love::Exception("This system can't simultaniously render to %d canvases.", canvases.size()+1);
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if (fsaa_samples != 0)
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throw love::Exception("Multi-canvas rendering is not supported with FSAA.");
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if (msaa_samples != 0)
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throw love::Exception("Multi-canvas rendering is not supported with MSAA.");
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}
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for (size_t i = 0; i < canvases.size(); i++)
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@@ -738,8 +738,8 @@ void Canvas::startGrab(const std::vector<Canvas *> &canvases)
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if (canvases[i]->getTextureFormat() != format)
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throw love::Exception("All canvas arguments must have the same texture format.");
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if (canvases[i]->getFSAA() != 0)
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throw love::Exception("Multi-canvas rendering is not supported with FSAA.");
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if (canvases[i]->getMSAA() != 0)
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throw love::Exception("Multi-canvas rendering is not supported with MSAA.");
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if (!canvaseschanged && canvases[i] != attachedCanvases[i])
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canvaseschanged = true;
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@@ -860,8 +860,8 @@ void Canvas::clear(Color c)
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if (current != this)
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strategy->bindFBO(previous);
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if (fsaa_buffer != 0)
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fsaa_dirty = true;
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if (msaa_buffer != 0)
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msaa_dirty = true;
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}
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bool Canvas::checkCreateStencil()
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@@ -873,7 +873,7 @@ bool Canvas::checkCreateStencil()
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if (current != this)
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strategy->bindFBO(fbo);
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bool success = strategy->createStencil(width, height, fsaa_samples, depth_stencil);
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bool success = strategy->createStencil(width, height, msaa_samples, depth_stencil);
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if (current && current != this)
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strategy->bindFBO(current->fbo);
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@@ -892,9 +892,9 @@ love::image::ImageData *Canvas::getImageData(love::image::Image *image)
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GLubyte *pixels = new GLubyte[size];
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// Our texture is attached to 'resolve_fbo' when we use MSAA.
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if (fsaa_samples > 1 && (GLEE_VERSION_3_0 || GLEE_ARB_framebuffer_object))
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if (msaa_samples > 1 && (GLEE_VERSION_3_0 || GLEE_ARB_framebuffer_object))
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glBindFramebuffer(GL_READ_FRAMEBUFFER, resolve_fbo);
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else if (fsaa_samples > 1 && GLEE_EXT_framebuffer_multisample)
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else if (msaa_samples > 1 && GLEE_EXT_framebuffer_multisample)
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glBindFramebufferEXT(GL_READ_FRAMEBUFFER, resolve_fbo);
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else
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strategy->bindFBO(fbo);
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@@ -916,9 +916,9 @@ void Canvas::getPixel(unsigned char* pixel_rgba, int x, int y)
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resolveMSAA();
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// Our texture is attached to 'resolve_fbo' when we use MSAA.
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if (fsaa_samples > 1 && (GLEE_VERSION_3_0 || GLEE_ARB_framebuffer_object))
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if (msaa_samples > 1 && (GLEE_VERSION_3_0 || GLEE_ARB_framebuffer_object))
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glBindFramebuffer(GL_READ_FRAMEBUFFER, resolve_fbo);
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else if (fsaa_samples > 1 && GLEE_EXT_framebuffer_multisample)
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else if (msaa_samples > 1 && GLEE_EXT_framebuffer_multisample)
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glBindFramebufferEXT(GL_READ_FRAMEBUFFER, resolve_fbo);
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else if (current != this)
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strategy->bindFBO(fbo);
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@@ -933,10 +933,10 @@ void Canvas::getPixel(unsigned char* pixel_rgba, int x, int y)
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bool Canvas::resolveMSAA()
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{
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if (resolve_fbo == 0 || fsaa_buffer == 0)
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if (resolve_fbo == 0 || msaa_buffer == 0)
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return false;
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if (!fsaa_dirty)
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if (!msaa_dirty)
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return true;
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GLuint previous = 0;
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@@ -964,7 +964,7 @@ bool Canvas::resolveMSAA()
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strategy->bindFBO(previous);
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if (current != this)
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fsaa_dirty = false;
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msaa_dirty = false;
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return true;
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}
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