A fractional resource scale would mean we never use the fast path for
creating the shadow, because we'd cast the int to a float before
comparing, which would never match.
Instead compare the expected texture size with the source texture, to
actually potentially trigger the fast path.
https://bugzilla.gnome.org/show_bug.cgi?id=765011
if (!clutter_actor_get_resource_scale (actor, &resource_scale))
return NULL;
- width *= resource_scale;
- height *= resource_scale;
+ width = ceilf (width * resource_scale);
+ height = ceilf (height * resource_scale);
image = clutter_actor_get_content (actor);
if (image && CLUTTER_IS_IMAGE (image))