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Instead of basing this on simple checks, we can test the matrix. This should result in more opportunistically picking fast nearest neighbour filtering when it won't result in visible distortion. For now we only use this in the gl renderer, as paint nodes aren't plumbed into the pixman renderer yet. Signed-off-by: Derek Foreman <derek.foreman@collabora.com> |
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| .. | ||
| egl-glue.c | ||
| fragment.glsl | ||
| gl-renderer-internal.h | ||
| gl-renderer.c | ||
| gl-renderer.h | ||
| gl-shader-config-color-transformation.c | ||
| gl-shaders.c | ||
| meson.build | ||
| vertex.glsl | ||