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authorLibravatar Ian Douglas Scott <idscott@system76.com>2022-11-04 23:25:01 -0700
committerLibravatar Ian Douglas Scott <idscott@system76.com>2022-11-04 23:25:01 -0700
commita250aab958b837ccf3a315617c39c7bd3e423c42 (patch)
tree7b4124b6a8e43917d95c205e09871a419b8757e9 /graphics
parent370fa14efb8d41bcf81e4a0ead6a9ab7ab750bee (diff)
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Don't convert svg to BGRA before passing to shader
Now that the shader is using RGBA, this incorrectly swaps the components.
Diffstat (limited to 'graphics')
-rw-r--r--graphics/src/image/vector.rs11
1 files changed, 2 insertions, 9 deletions
diff --git a/graphics/src/image/vector.rs b/graphics/src/image/vector.rs
index dc271c9e..42f4b500 100644
--- a/graphics/src/image/vector.rs
+++ b/graphics/src/image/vector.rs
@@ -121,15 +121,8 @@ impl<T: Storage> Cache<T> {
img.as_mut(),
)?;
- let mut rgba = img.take();
- rgba.chunks_exact_mut(4).for_each(|rgba| rgba.swap(0, 2));
-
- let allocation = storage.upload(
- width,
- height,
- bytemuck::cast_slice(rgba.as_slice()),
- state,
- )?;
+ let allocation =
+ storage.upload(width, height, img.data(), state)?;
log::debug!("allocating {} {}x{}", id, width, height);
let _ = self.svg_hits.insert(id);