Apply bilinear filtering to text.

Change-Id: I2c81ad657ee2a11a2139e0b11ae3749db54c0749
diff --git a/libs/hwui/FontRenderer.cpp b/libs/hwui/FontRenderer.cpp
index b66696d..4e4a277 100644
--- a/libs/hwui/FontRenderer.cpp
+++ b/libs/hwui/FontRenderer.cpp
@@ -435,25 +435,25 @@
     glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, mCacheWidth, mCacheHeight, 0,
             GL_ALPHA, GL_UNSIGNED_BYTE, 0);
 
-    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
-    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
 
     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
 
     // Split up our cache texture into lines of certain widths
     int nextLine = 0;
-    mCacheLines.push(new CacheTextureLine(mCacheWidth, 16, nextLine, 0));
+    mCacheLines.push(new CacheTextureLine(mCacheWidth, 18, nextLine, 0));
     nextLine += mCacheLines.top()->mMaxHeight;
-    mCacheLines.push(new CacheTextureLine(mCacheWidth, 24, nextLine, 0));
+    mCacheLines.push(new CacheTextureLine(mCacheWidth, 26, nextLine, 0));
     nextLine += mCacheLines.top()->mMaxHeight;
-    mCacheLines.push(new CacheTextureLine(mCacheWidth, 24, nextLine, 0));
+    mCacheLines.push(new CacheTextureLine(mCacheWidth, 26, nextLine, 0));
     nextLine += mCacheLines.top()->mMaxHeight;
-    mCacheLines.push(new CacheTextureLine(mCacheWidth, 32, nextLine, 0));
+    mCacheLines.push(new CacheTextureLine(mCacheWidth, 34, nextLine, 0));
     nextLine += mCacheLines.top()->mMaxHeight;
-    mCacheLines.push(new CacheTextureLine(mCacheWidth, 32, nextLine, 0));
+    mCacheLines.push(new CacheTextureLine(mCacheWidth, 34, nextLine, 0));
     nextLine += mCacheLines.top()->mMaxHeight;
-    mCacheLines.push(new CacheTextureLine(mCacheWidth, 40, nextLine, 0));
+    mCacheLines.push(new CacheTextureLine(mCacheWidth, 42, nextLine, 0));
     nextLine += mCacheLines.top()->mMaxHeight;
     mCacheLines.push(new CacheTextureLine(mCacheWidth, mCacheHeight - nextLine, nextLine, 0));
 }
@@ -631,6 +631,7 @@
         precacheLatin(paint);
     }
 }
+
 FontRenderer::DropShadow FontRenderer::renderDropShadow(SkPaint* paint, const char *text,
         uint32_t startIndex, uint32_t len, int numGlyphs, uint32_t radius) {
     checkInit();
@@ -713,7 +714,7 @@
 
     float normalizeFactor = 0.0f;
     for(int32_t r = -radius; r <= radius; r ++) {
-        float floatR = (float)r;
+        float floatR = (float) r;
         weights[r + radius] = coeff1 * pow(e, floatR * floatR * coeff2);
         normalizeFactor += weights[r + radius];
     }
@@ -742,7 +743,7 @@
             if ((x > radius) && (x < (width - radius))) {
                 const uint8_t *i = input + (x - radius);
                 for(int r = -radius; r <= radius; r ++) {
-                    currentPixel = (float)(*i);
+                    currentPixel = (float) (*i);
                     blurredPixel += currentPixel * gPtr[0];
                     gPtr++;
                     i++;