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compositor: Keep mipmaps flat, always single plane RGB

This avoids having to do multiple mipmap passes and ensures compatibility with all GPUs by only asking them to mipmap textures in their default internal format.

Also the previous implementation didn't work for multi-plane on Intel and would display the wrong colours. I don't know if that was ever fixable and it probably doesn't matter since this new implementation is more efficient, more compatible, and seems to work too.

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