Handle backbuffer MSAA manually in love.graphics code

Previously love would use SDL APIs to make the system (WGL etc) handle it, which meant the OpenGL context had to be recreated whenever MSAA changed.
This commit is contained in:
Alex Szpakowski
2020-10-25 22:24:07 -03:00
parent 2b0f8495bf
commit 7934ce0a66
5 changed files with 175 additions and 76 deletions
+2 -2
View File
@@ -139,11 +139,11 @@ private:
bool debug;
};
void setGLFramebufferAttributes(int msaa, bool sRGB, bool stencil, int depth);
void setGLFramebufferAttributes(bool sRGB);
void setGLContextAttributes(const ContextAttribs &attribs);
bool checkGLVersion(const ContextAttribs &attribs, std::string &outversion);
std::vector<ContextAttribs> getContextAttribsList() const;
bool createWindowAndContext(int x, int y, int w, int h, Uint32 windowflags, int msaa, bool stencil, int depth);
bool createWindowAndContext(int x, int y, int w, int h, Uint32 windowflags);
// Update the saved window settings based on the window's actual state.
void updateSettings(const WindowSettings &newsettings, bool updateGraphicsViewport);