| 13 | /// MSAA sample count for all plot pipelines. |
| 14 | /// |
| 15 | /// Android: 1 — plots draw inside iced's surface render pass via |
| 16 | /// `Primitive::draw` (see `draw_in_pass`), and that pass is single-sampled; |
| 17 | /// MSAA pipelines would be incompatible ("Incompatible sample count" |
| 18 | /// validation panic). In-pass rendering is required there because per-plot |
| 19 | /// pass fragmentation corrupts frames on tile-based GPUs (Mali/Adreno). |
| 20 | /// |
| 21 | /// Desktop: 4 — plots render through `render()`/`encode` into a dedicated |
| 22 | /// MSAA offscreen target and composite the resolved texture, so |
| 23 | /// `Primitive::draw` must return `false` (see `PlotWidget` shader impl). |
nothing calls this directly
no outgoing calls
no test coverage detected