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gsk: Use linear filtering for sliced textures
We use linear for unsliced textures, so we need to do the same for sliced ones.
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@ -3575,7 +3575,7 @@ gsk_gl_render_job_visit_texture (GskGLRenderJob *job,
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GskGLTextureSlice *slices = NULL;
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guint n_slices = 0;
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gsk_gl_driver_slice_texture (job->driver, texture, GL_NEAREST, GL_NEAREST, 0, 0, &slices, &n_slices);
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gsk_gl_driver_slice_texture (job->driver, texture, GL_LINEAR, GL_LINEAR, 0, 0, &slices, &n_slices);
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g_assert (slices != NULL);
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g_assert (n_slices > 0);
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