Don't use framebuffer blitting if shader-based interpolation is needed

This commit is contained in:
Splendide Imaginarius 2024-03-21 23:45:31 +00:00
parent 487cde38db
commit eca31207cd
2 changed files with 4 additions and 2 deletions

View file

@ -243,7 +243,9 @@
// capable of it. Some drivers carry buggy // capable of it. Some drivers carry buggy
// implementations of this functionality, so // implementations of this functionality, so
// disabling it can be used as a workaround. // disabling it can be used as a workaround.
// Does nothing on macOS. // Does nothing on macOS. Force-disabled when
// smoothScaling or smoothScalingDown isn't
// Nearest-Neighbor or Bilinear.
// (default: disabled) // (default: disabled)
// //
// "enableBlitting": false, // "enableBlitting": false,

View file

@ -138,7 +138,7 @@ void vaoUnbind(VAO &vao)
} }
} }
#define HAVE_NATIVE_BLIT gl.BlitFramebuffer #define HAVE_NATIVE_BLIT (gl.BlitFramebuffer && shState->config().smoothScaling <= Bilinear && shState->config().smoothScalingDown <= Bilinear)
int blitScaleIsSpecial(TEXFBO &target, bool targetPreferHires, const IntRect &targetRect, TEXFBO &source, const IntRect &sourceRect) int blitScaleIsSpecial(TEXFBO &target, bool targetPreferHires, const IntRect &targetRect, TEXFBO &source, const IntRect &sourceRect)
{ {