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