fix(gx): disable unused code block pertaining to multisamples

This commit is contained in:
superp00t 2023-11-26 15:12:00 -05:00
parent bf0fa09160
commit 697f3ca9f6

View File

@ -2017,20 +2017,20 @@ void GLSDLDevice::LoadDefaultStates() {
void GLSDLDevice::ResetBackbuffer(uint32_t width, uint32_t height, GLTextureFormat colorFormat, GLTextureFormat depthFormat, uint32_t sampleCount) {
BLIZZARD_ASSERT(this->m_Context.IsCurrentContext());
if (
this->m_BackBufferColor
&& this->m_BackBufferColor->m_Width == width
&& this->m_BackBufferColor->m_Height == height
&& this->m_BackBufferColor->m_Format == colorFormat
&& this->m_BackBufferDepth
&& this->m_BackBufferDepth->m_Format == depthFormat
) {
if (this->m_UseWindowSystemBuffer && this->m_CurrentTarget->GetSampleCount() != sampleCount) {
// this->m_Context.SetContextFormat(depthFormat, sampleCount);
}
// if (
// this->m_BackBufferColor
// && this->m_BackBufferColor->m_Width == width
// && this->m_BackBufferColor->m_Height == height
// && this->m_BackBufferColor->m_Format == colorFormat
// && this->m_BackBufferDepth
// && this->m_BackBufferDepth->m_Format == depthFormat
// ) {
// if (this->m_UseWindowSystemBuffer && this->m_CurrentTarget->GetSampleCount() != sampleCount) {
// // this->m_Context.SetContextFormat(depthFormat, sampleCount);
// }
return;
}
// return;
// }
auto v24 = this->m_BackBufferColor != 0;