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drm_hwcomposer: Use linear scaling instead of nearest neighbor
authorSean Paul <seanpaul@chromium.org>
Tue, 3 May 2016 18:29:03 +0000 (11:29 -0700)
committerSean Paul <seanpaul@chromium.org>
Tue, 10 May 2016 08:26:05 +0000 (04:26 -0400)
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>
glworker.cpp

index 7f154aa..6ce2de3 100644 (file)
@@ -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);