From d4440c0446c994c8fe246ba1a531f2847c0061e7 Mon Sep 17 00:00:00 2001 From: Caleb Cornett Date: Thu, 13 Aug 2026 21:04:43 -0400 Subject: [PATCH] test: Fix MSAA support in testgpu_spinning_cube --- test/testgpu_spinning_cube.c | 9 +++++++-- 1 file changed, 7 insertions(+), 2 deletions(-) diff --git a/test/testgpu_spinning_cube.c b/test/testgpu_spinning_cube.c index 0391af5e54..843d514001 100644 --- a/test/testgpu_spinning_cube.c +++ b/test/testgpu_spinning_cube.c @@ -715,8 +715,6 @@ static void Render(SDL_Window *window, const int windownum) color_target.store_op = SDL_GPU_STOREOP_RESOLVE; color_target.texture = winstate->tex_msaa; color_target.resolve_texture = winstate->tex_resolve; - color_target.cycle = true; - color_target.cycle_resolve_texture = true; } else { color_target.load_op = SDL_GPU_LOADOP_CLEAR; color_target.store_op = SDL_GPU_STOREOP_STORE; @@ -753,6 +751,13 @@ static void Render(SDL_Window *window, const int windownum) /* Load the existing color target so we can blend with it */ color_target.load_op = SDL_GPU_LOADOP_LOAD; + if (render_state.sample_count > SDL_GPU_SAMPLECOUNT_1) { + /* Use the resolve texture for the sprite overlay */ + color_target.texture = winstate->tex_resolve; + color_target.resolve_texture = NULL; + color_target.store_op = SDL_GPU_STOREOP_STORE; + } + pass = SDL_BeginGPURenderPass(cmd, &color_target, 1, NULL); RenderSpriteOverlay(pass, &sprite_render_state, &winstate->sprite_state); SDL_EndGPURenderPass(pass);