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Correct multisample texture resolving in FrameBufferList::renderBuffer.
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@ -977,15 +977,15 @@ void FrameBufferList::renderBuffer(u32 _address)
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render.clearColorBuffer(clearColor);
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GLenum filter = GL_LINEAR;
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if (config.video.multisampling != 0 && pFilteredBuffer == pBuffer) {
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if (pFilteredBuffer->m_pTexture->frameBufferTexture == CachedTexture::fbMultiSample) {
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if (X0 > 0 || dstPartHeight > 0 ||
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(srcCoord[2] - srcCoord[0]) != (dstCoord[2] - dstCoord[0]) ||
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(srcCoord[3] - srcCoord[1]) != (dstCoord[3] - dstCoord[1])) {
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pBuffer->resolveMultisampledTexture(true);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, pBuffer->m_resolveFBO);
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pFilteredBuffer->resolveMultisampledTexture(true);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, pFilteredBuffer->m_resolveFBO);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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} else {
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glBindFramebuffer(GL_READ_FRAMEBUFFER, pBuffer->m_FBO);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, pFilteredBuffer->m_FBO);
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filter = GL_NEAREST;
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}
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} else
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