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Use SRGB texture format on backbuffer when MSAA is enabled
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@@ -3277,11 +3277,16 @@ BX_TRACE("%d, %d, %d, %s", _array, _srgb, _mipAutogen, getName(_format) );
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if (0 == m_msaaBackBufferFbo // iOS
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&& 1 < _msaa)
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{
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GLenum storageFormat = (m_resolution.reset & BGFX_RESET_SRGB_BACKBUFFER)
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? GL_SRGB8_ALPHA8
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: GL_RGBA8
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;
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GL_CHECK(glGenFramebuffers(1, &m_msaaBackBufferFbo) );
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GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, m_msaaBackBufferFbo) );
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GL_CHECK(glGenRenderbuffers(BX_COUNTOF(m_msaaBackBufferRbos), m_msaaBackBufferRbos) );
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GL_CHECK(glBindRenderbuffer(GL_RENDERBUFFER, m_msaaBackBufferRbos[0]) );
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GL_CHECK(glRenderbufferStorageMultisample(GL_RENDERBUFFER, _msaa, GL_RGBA8, _width, _height) );
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GL_CHECK(glRenderbufferStorageMultisample(GL_RENDERBUFFER, _msaa, storageFormat, _width, _height) );
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GL_CHECK(glBindRenderbuffer(GL_RENDERBUFFER, m_msaaBackBufferRbos[1]) );
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GL_CHECK(glRenderbufferStorageMultisample(GL_RENDERBUFFER, _msaa, GL_DEPTH24_STENCIL8, _width, _height) );
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GL_CHECK(glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, m_msaaBackBufferRbos[0]) );
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