Fixed: BGFX_TEXTURE_MSAA_SAMPLE and msaa sampling bugs with gl (#3351)

* fixed: multiple BGFX_TEXTURE_MSAA_SAMPLE attachments could not be present in a framebuffer at once (sample locations were not fixed)
I've just set the sample location as always fixed for now, although technically this can be false if only 1 msaa texture attachment is present

* fixed: framebuffer with a resolved msaa AND a sample msaa at the same time would result in an invalid framebuffer
it would try to also resolve the sample-msaa texture at the same, leading to an invalid target type

* fixed: depth attachments could not be sample-msaa
this is valid, they don't resolving

* fixed: shader error sampking msaa textures in gl
parameter duplication on texelFetch(sampler2DMS,*) led to failed shaders
This commit is contained in:
ProPuke
2025-10-30 00:29:36 +00:00
committed by GitHub
parent 55f997002f
commit df53a7ca84
3 changed files with 7 additions and 7 deletions

View File

@@ -1479,7 +1479,7 @@ namespace bgfx { namespace gl
, _internalFormat
, _width
, _height
, false
, true
);
}
else
@@ -7106,7 +7106,7 @@ namespace bgfx { namespace gl
{
const TextureGL& texture = s_renderGL->m_textures[at.handle.idx];
if (0 != texture.m_id)
if (0 != texture.m_rbo && 0 != texture.m_id)
{
GLenum attachment = GL_INVALID_ENUM;