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authorTeng-Hui Zhu <ztenghui@google.com>2011-09-20 14:27:34 -0700
committerTeng-Hui Zhu <ztenghui@google.com>2011-09-20 14:41:09 -0700
commit2bed0484fa3b4cac5cad82dc69affc5c49113fc4 (patch)
tree8518fbb7a28086ef5688005fb526a9b7cdc3922c /Source/WebCore/platform/graphics/android/TransferQueue.cpp
parentb94237ebf14cf9e894b24cfcc613960625b30494 (diff)
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Support drawing the quad in GL_NEAREST mode.
This can save the draw call perf up to about 20-40% for each quad. We should make more draw calls using NEAREST mode when it is 1 to 1 mapping. bug:5347539 Change-Id: I1ae206716f2b1352775e0079e25e54f46bc18578
Diffstat (limited to 'Source/WebCore/platform/graphics/android/TransferQueue.cpp')
-rw-r--r--Source/WebCore/platform/graphics/android/TransferQueue.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/Source/WebCore/platform/graphics/android/TransferQueue.cpp b/Source/WebCore/platform/graphics/android/TransferQueue.cpp
index 26b20dc..a8451a6 100644
--- a/Source/WebCore/platform/graphics/android/TransferQueue.cpp
+++ b/Source/WebCore/platform/graphics/android/TransferQueue.cpp
@@ -154,7 +154,7 @@ void TransferQueue::blitTileFromQueue(GLuint fboID, BaseTileTexture* destTex,
// Use empty rect to set up the special matrix to draw.
SkRect rect = SkRect::MakeEmpty();
TilesManager::instance()->shader()->drawQuad(rect, srcTexId, 1.0,
- srcTexTarget);
+ srcTexTarget, GL_NEAREST);
// To workaround a sync issue on some platforms, we should insert the sync
// here while in the current FBO.