Correctly apply linear filter to drawBitmap(Rect, Rect)
Change-Id: I1049282e1996b1020c92cb7bec46e9f28e94e967
diff --git a/libs/hwui/SkiaShader.cpp b/libs/hwui/SkiaShader.cpp
index 1a60dca..06382f2 100644
--- a/libs/hwui/SkiaShader.cpp
+++ b/libs/hwui/SkiaShader.cpp
@@ -144,8 +144,11 @@
// Uniforms
bindTexture(texture, mWrapS, mWrapT);
- GLenum filter = textureTransform.isPureTranslate() ? GL_NEAREST : GL_LINEAR;
- texture->setFilter(filter, filter);
+ // Assume linear here; we should really check the transform in
+ // ::updateTransforms() but we don't have the texture object
+ // available at that point. The optimization is not worth the
+ // effort for now.
+ texture->setFilter(GL_LINEAR, GL_LINEAR);
glUniform1i(program->getUniform("bitmapSampler"), textureSlot);
glUniformMatrix4fv(program->getUniform("textureTransform"), 1,