You can change the amount of samples in the user preferences. You do not need to restart blender to see the effect in the new viewport.
This adds another Multisample Framebuffer and textures (so even more memory required).
It works by blitting the default_fb to the multisample_fb each time the renderer need to render one or more "wire" pass.
It it then blit back to the default_fb so that the rest of pipeline is working as expected.
We COULD lower the GPU memory / bandwidth usage to render everything to the same multisample fbo and change the logic depending on if MSAA is enabled or not, but I think it's a bit too much work for now.
-Use 11_11_10 buffers for hdr content.
-Eevee compositing share 1 buffer if bloom and DOF are both activated.
-Fix slowdown when resizing EEVEE viewport.
-Removed DRW_BUF_*** enums causing confusion.
Was performing context access per object for scene, region etc.
While not very slow they don't change during drawing so cache in a struct.
This also makes it possible to draw in views besides the current context.
Same as MEM_SAFE_FREE macro,
checks for NULL, runs free then sets NULL.
Blocks of code that do this many times are noisy and likely
errors here wouldn't be noticed immediately.
Also NULL's static vars which were being left set.
This removes MAX_STORAGE, MAX_BUFFERS, MAX_TEXTURES, MAX_PASSES limits.
Actual memory saving isn't so important, it just means we don't need to
manually bump these based on changes to engines.