From 2bed0484fa3b4cac5cad82dc69affc5c49113fc4 Mon Sep 17 00:00:00 2001 From: Teng-Hui Zhu Date: Tue, 20 Sep 2011 14:27:34 -0700 Subject: 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 --- Source/WebCore/platform/graphics/android/TransferQueue.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'Source/WebCore/platform/graphics/android/TransferQueue.cpp') 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. -- cgit v1.1