GPU: Implement support for multisample antialiasing
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@ -10,8 +10,8 @@ public:
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Texture(Texture&& moved);
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~Texture();
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bool Create(u32 width, u32 height, GLenum internal_format, GLenum format, GLenum type, const void* data = nullptr,
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bool linear_filter = false, bool wrap = false);
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bool Create(u32 width, u32 height, u32 samples, GLenum internal_format, GLenum format, GLenum type,
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const void* data = nullptr, bool linear_filter = false, bool wrap = false);
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bool CreateFramebuffer();
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void Destroy();
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@ -19,11 +19,14 @@ public:
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void SetLinearFilter(bool enabled);
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bool IsValid() const { return m_id != 0; }
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bool IsMultisampled() const { return m_samples > 1; }
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GLuint GetGLId() const { return m_id; }
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u32 GetWidth() const { return m_width; }
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u32 GetHeight() const { return m_height; }
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u32 GetSamples() const { return m_samples; }
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GLuint GetGLFramebufferID() const { return m_fbo_id; }
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GLenum GetGLTarget() const { return IsMultisampled() ? GL_TEXTURE_2D_MULTISAMPLE : GL_TEXTURE_2D; }
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void Bind();
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void BindFramebuffer(GLenum target = GL_DRAW_FRAMEBUFFER);
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@ -42,6 +45,7 @@ private:
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GLuint m_id = 0;
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u32 m_width = 0;
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u32 m_height = 0;
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u32 m_samples = 0;
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GLuint m_fbo_id = 0;
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};
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