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[macos] Disable buggy resolution scaling (#982)
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@ -859,10 +859,12 @@ namespace SohImGui {
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if (ImGui::BeginMenu("Graphics"))
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{
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#ifndef __APPLE__
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EnhancementSliderFloat("Internal Resolution: %d %%", "##IMul", "gInternalResolution", 0.5f, 2.0f, "", 1.0f, true);
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Tooltip("Multiplies your output resolution by the value inputted,\nas a more intensive but effective form of anti-aliasing");
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gfx_current_dimensions.internal_mul = CVar_GetFloat("gInternalResolution", 1);
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EnhancementSliderInt("MSAA: %d", "##IMSAA", "gMSAAValue", 1, 8, "");
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#endif
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EnhancementSliderInt("MSAA: %d", "##IMSAA", "gMSAAValue", 1, 8, "", 1, true);
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Tooltip("Activates multi-sample anti-aliasing when above 1x\nup to 8x for 8 samples for every pixel");
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gfx_msaa_level = CVar_GetS32("gMSAAValue", 1);
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@ -2651,7 +2651,11 @@ void gfx_init(struct GfxWindowManagerAPI *wapi, struct GfxRenderingAPI *rapi, co
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gfx_wapi->init(game_name, start_in_fullscreen, width, height);
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gfx_rapi->init();
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gfx_rapi->update_framebuffer_parameters(0, width, height, 1, false, true, true, true);
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#ifdef __APPLE__
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gfx_current_dimensions.internal_mul = 1;
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#else
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gfx_current_dimensions.internal_mul = CVar_GetFloat("gInternalResolution", 1);
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#endif
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gfx_msaa_level = CVar_GetS32("gMSAAValue", 1);
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gfx_current_dimensions.width = width;
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gfx_current_dimensions.height = height;
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@ -2870,4 +2874,4 @@ uint16_t gfx_get_pixel_depth(float x, float y) {
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get_pixel_depth_pending.clear();
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return get_pixel_depth_cached.find(make_pair(x, y))->second;
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}
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}
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