OGL: Fix MSAA being forced to 1x
This was a regression from the remove-everything-static-from-renderer PR. As the comment indicates, it would be nice to move all of this logic out of the Renderer constructor, but this is a much larger change.
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@ -580,6 +580,10 @@ Renderer::Renderer()
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g_Config.backend_info.bSupportsEarlyZ =
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g_Config.backend_info.bSupportsEarlyZ =
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g_ogl_config.bSupportsEarlyFragmentTests || g_ogl_config.bSupportsConservativeDepth;
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g_ogl_config.bSupportsEarlyFragmentTests || g_ogl_config.bSupportsConservativeDepth;
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glGetIntegerv(GL_MAX_SAMPLES, &g_ogl_config.max_samples);
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if (g_ogl_config.max_samples < 1 || !g_ogl_config.bSupportsMSAA)
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g_ogl_config.max_samples = 1;
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if (g_ogl_config.bSupportsDebug)
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if (g_ogl_config.bSupportsDebug)
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{
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{
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if (GLExtensions::Supports("GL_KHR_debug"))
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if (GLExtensions::Supports("GL_KHR_debug"))
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@ -170,10 +170,6 @@ bool VideoBackend::FillBackendInfo()
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return false;
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return false;
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}
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}
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glGetIntegerv(GL_MAX_SAMPLES, &g_ogl_config.max_samples);
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if (g_ogl_config.max_samples < 1 || !g_ogl_config.bSupportsMSAA)
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g_ogl_config.max_samples = 1;
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// TODO: Move the remaining fields from the Renderer constructor here.
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// TODO: Move the remaining fields from the Renderer constructor here.
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return true;
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return true;
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}
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}
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