pub fn image_sampler_enabled() -> boolExpand description
Whether Medium-quality atlas images are filtered through the hardware
sampler — on unless FRUST_ENGINE_IMAGE_SAMPLER=0 (or false) says
otherwise. Cached: read once per process.
On, the renderer compiles the image-sampling strip programs from their
IMAGE_SAMPLER specialisation (see crate::gpu::shader_src): a bilinear
atlas image is read with one filtered textureSampleLevel instead of four
textureLoad taps, at the filtering precision of the hardware rather than
in full f32 — within the image tolerance the CPU-oracle gate already
holds, at about three quarters of the GPU cost on a magnified image stream.
The kill switch (0) compiles the manual family instead: no strip layout
declares a sampler and every program is the four-tap one — pixel for pixel
what the engine drew before the sampler existed — which is the escape hatch
for a driver that filters wrongly, and the off-arm of every before/after
measurement of it. EngineRenderer::with_image_sampler is its
programmatic counterpart.