Comment # 1 on bug 89148 from
Note that the texture is never used as a source or destination in a regular
draw. It is specified with glTexImage2D, but the data pointer is NULL, and
glTexSubImage2D is never used. It is only filled with data through the FBO_blit
call that resolves the multisampled renderbuffer. As far as I can see no PBO is
used.


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