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gl-renderer: Set texture filters before setting input textures
Turns out gl_shader_config_set_input_textures is what adds the filter parameters to the sconf, so we must set the filters before calling it. Signed-off-by: Derek Foreman <derek.foreman@collabora.com>
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1 changed files with 1 additions and 2 deletions
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@ -1485,8 +1485,6 @@ gl_shader_config_init_for_paint_node(struct gl_shader_config *sconf,
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weston_matrix_translate(&sconf->surface_to_buffer, 0, 1, 0);
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}
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gl_shader_config_set_input_textures(sconf, gb);
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filter = pnode->needs_filtering ? GL_LINEAR : GL_NEAREST;
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for (i = 0; i < gb->num_textures; i++) {
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if (filter != gb->parameters[i].filters.min) {
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@ -1495,6 +1493,7 @@ gl_shader_config_init_for_paint_node(struct gl_shader_config *sconf,
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gb->parameters[i].flags |= TEXTURE_FILTERS_DIRTY;
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}
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}
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gl_shader_config_set_input_textures(sconf, gb);
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if (!gl_shader_config_set_color_transform(gr, sconf, pnode->surf_xform.transform)) {
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weston_log("GL-renderer: failed to generate a color transformation.\n");
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