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Don't use framebuffer blitting if shader-based interpolation is needed
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487cde38db
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2 changed files with 4 additions and 2 deletions
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@ -243,7 +243,9 @@
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// capable of it. Some drivers carry buggy
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// capable of it. Some drivers carry buggy
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// implementations of this functionality, so
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// implementations of this functionality, so
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// disabling it can be used as a workaround.
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// disabling it can be used as a workaround.
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// Does nothing on macOS.
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// Does nothing on macOS. Force-disabled when
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// smoothScaling or smoothScalingDown isn't
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// Nearest-Neighbor or Bilinear.
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// (default: disabled)
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// (default: disabled)
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//
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//
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// "enableBlitting": false,
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// "enableBlitting": false,
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@ -138,7 +138,7 @@ void vaoUnbind(VAO &vao)
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}
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}
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}
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}
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#define HAVE_NATIVE_BLIT gl.BlitFramebuffer
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#define HAVE_NATIVE_BLIT (gl.BlitFramebuffer && shState->config().smoothScaling <= Bilinear && shState->config().smoothScalingDown <= Bilinear)
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int blitScaleIsSpecial(TEXFBO &target, bool targetPreferHires, const IntRect &targetRect, TEXFBO &source, const IntRect &sourceRect)
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int blitScaleIsSpecial(TEXFBO &target, bool targetPreferHires, const IntRect &targetRect, TEXFBO &source, const IntRect &sourceRect)
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{
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{
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