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Add OpenGL MSAA support to 2d rendering pipeline#84688

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BastiaanOlij:gles3_msaa_2d
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Add OpenGL MSAA support to 2d rendering pipeline#84688
BastiaanOlij wants to merge 1 commit into
godotengine:masterfrom
BastiaanOlij:gles3_msaa_2d

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@BastiaanOlij

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This PR adds MSAA support to the 2D rendering pipeline. This is a work in progress and not yet functional.

Todos:

  • Blit 3D result into 2D MSAA buffers is required,
  • Resolve 2D MSAA if required,
  • Look into MSAA support on the backbuffer.

If available (OpenGLES only atm) this PR will use the GL_EXT_multisampled_render_to_texture extension resulting in automatic resolve and MSAA data remaining purely in tile memory. This should provide a marked performance improvement.

Due to the design of the renderer, if MSAA is both used for 2D and 3D, there isn't an ability to share buffers and we incur an overhead if blitting of MSAA buffers is required. If scaling is used this is also unavoidable.
Note that if the aforementioned extension is used, this is not an issue.

This is a follow up from #83976

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