FWIW, I've been using glBlitFramebuffer() since forever to resolve MSAA 
render target textures into a non-MSAA texture, only supported in 
GLES3/WebGL2 though. 

I have the call in an #ifdef though, so that it's not being used when 
compiled against the GLES2 headers.

It works with USE_WEBGL2 and a dynamic fallback to WebGL1 if WebGL2 could 
not be initialized (that's what the check for !_sg.gl.gles2 check is for):

https://github.com/floooh/sokol/blob/196aa649f15a7ef05af64fedf5c90f64dc6d2fdd/sokol_gfx.h#L5842-L5869

Also make sure to include the matching GL headers (GLES3/gl3.h with 
USE_WEBGL2, and GLES2/gl2.h otherwise).

Cheers,
-Floh.

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