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authorSean Paul <seanpaul@chromium.org>2016-05-03 11:29:03 -0700
committerSean Paul <seanpaul@chromium.org>2016-05-10 04:26:05 -0400
commit6b9647f3d666fad92985d0b6cef7a5b199a71687 (patch)
tree38321f47ccc735ba4519cdd1f7258bfd1a908375
parent8a628b9d22f778fcb4dc445d677f6f028667c885 (diff)
drm_hwcomposer: Use linear scaling instead of nearest neighbor
So scaled layer transitions between hw plane and gl plane look better. BUG=b/28431632 TEST=Tested on low resolution paused YouTube video Change-Id: I507722c28c5b8ec4e8d16ae436a04afc8cffaa0f Signed-off-by: Sean Paul <seanpaul@chromium.org>
-rw-r--r--glworker.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/glworker.cpp b/glworker.cpp
index 7f154aa..6ce2de3 100644
--- a/glworker.cpp
+++ b/glworker.cpp
@@ -430,8 +430,8 @@ static int CreateTextureFromHandle(EGLDisplay egl_display,
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_EXTERNAL_OES, texture);
glEGLImageTargetTexture2DOES(GL_TEXTURE_EXTERNAL_OES, (GLeglImageOES)image);
- glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_WRAP_T, GL_REPEAT);
glBindTexture(GL_TEXTURE_EXTERNAL_OES, 0);