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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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@ -75,6 +75,7 @@ struct VideoConfig final
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// Enhancements
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int iMultisampleMode;
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bool bSSAA;
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int iEFBScale;
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bool bForceFiltering;
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int iMaxAnisotropy;
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@ -161,6 +162,7 @@ struct VideoConfig final
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bool bSupportsPostProcessing;
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bool bSupportsPaletteConversion;
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bool bSupportsClipControl; // Needed by VertexShaderGen, so must stay in VideoCommon
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bool bSupportsSSAA;
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} backend_info;
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// Utility
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