Loading gfx/wr/swgl/src/gl.cc +6 −5 Original line number Diff line number Diff line Loading @@ -892,10 +892,11 @@ static void prepare_texture(Texture& t, const IntRect* skip = nullptr); template <typename S> static inline void init_filter(S* s, Texture& t) { // If the width is not at least 2 pixels, then we can't safely sample the end // of the row with a linear filter. In that case, just punt to using nearest // filtering instead. s->filter = t.width >= 2 ? gl_filter_to_texture_filter(t.mag_filter) // If the width is not at least 2 pixel blocks, then we can't safely sample // the end of the row with a linear filter. In that case, just punt to using // nearest filtering instead. int filterWidth = t.internal_format == GL_RGB_RAW_422_APPLE ? 4 : 2; s->filter = t.width >= filterWidth ? gl_filter_to_texture_filter(t.mag_filter) : TextureFilter::NEAREST; } Loading Loading
gfx/wr/swgl/src/gl.cc +6 −5 Original line number Diff line number Diff line Loading @@ -892,10 +892,11 @@ static void prepare_texture(Texture& t, const IntRect* skip = nullptr); template <typename S> static inline void init_filter(S* s, Texture& t) { // If the width is not at least 2 pixels, then we can't safely sample the end // of the row with a linear filter. In that case, just punt to using nearest // filtering instead. s->filter = t.width >= 2 ? gl_filter_to_texture_filter(t.mag_filter) // If the width is not at least 2 pixel blocks, then we can't safely sample // the end of the row with a linear filter. In that case, just punt to using // nearest filtering instead. int filterWidth = t.internal_format == GL_RGB_RAW_422_APPLE ? 4 : 2; s->filter = t.width >= filterWidth ? gl_filter_to_texture_filter(t.mag_filter) : TextureFilter::NEAREST; } Loading