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Properly support MSAA and SSAA as separate features(+GLES)
SSAA relies on MSAA being active to work. We only supports 4x SSAA while in fact you can enable SSAA at any MSAA level. I even managed to run 64xMSAA + SSAA on my Quadro which made some pretty sleek looking games. They were very cinematic though. With this, it properly fixes up SSAA and MSAA support in GLES as well. Before they were broken when stereo rendering was enabled. Now in GLES they can properly support MSAA and also stereo rendering with MSAA enabled(with proper extensions).
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@ -38,7 +38,6 @@ struct VideoConfig
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bool bSupportsGLBaseVertex;
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bool bSupportsGLBufferStorage;
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bool bSupportsMSAA;
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bool bSupportSampleShading;
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GLSL_VERSION eSupportedGLSLVersion;
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bool bSupportOGL31;
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bool bSupportViewportFloat;
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@ -47,6 +46,8 @@ struct VideoConfig
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bool bSupportsCopySubImage;
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u8 SupportedESPointSize;
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ES_TEXBUF_TYPE SupportedESTextureBuffer;
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bool bSupports2DTextureStorage;
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bool bSupports3DTextureStorage;
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const char* gl_vendor;
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const char* gl_renderer;
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