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,