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fix(gx): disable unused code block pertaining to multisamples
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697f3ca9f6
@ -2017,20 +2017,20 @@ void GLSDLDevice::LoadDefaultStates() {
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void GLSDLDevice::ResetBackbuffer(uint32_t width, uint32_t height, GLTextureFormat colorFormat, GLTextureFormat depthFormat, uint32_t sampleCount) {
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BLIZZARD_ASSERT(this->m_Context.IsCurrentContext());
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if (
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this->m_BackBufferColor
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&& this->m_BackBufferColor->m_Width == width
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&& this->m_BackBufferColor->m_Height == height
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&& this->m_BackBufferColor->m_Format == colorFormat
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&& this->m_BackBufferDepth
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&& this->m_BackBufferDepth->m_Format == depthFormat
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) {
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if (this->m_UseWindowSystemBuffer && this->m_CurrentTarget->GetSampleCount() != sampleCount) {
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// this->m_Context.SetContextFormat(depthFormat, sampleCount);
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}
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// if (
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// this->m_BackBufferColor
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// && this->m_BackBufferColor->m_Width == width
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// && this->m_BackBufferColor->m_Height == height
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// && this->m_BackBufferColor->m_Format == colorFormat
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// && this->m_BackBufferDepth
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// && this->m_BackBufferDepth->m_Format == depthFormat
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// ) {
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// if (this->m_UseWindowSystemBuffer && this->m_CurrentTarget->GetSampleCount() != sampleCount) {
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// // this->m_Context.SetContextFormat(depthFormat, sampleCount);
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// }
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return;
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}
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// return;
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// }
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auto v24 = this->m_BackBufferColor != 0;
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