compositor: Only use GL_LINEAR when surface is transformed
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cde9bfc805
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@ -180,8 +180,6 @@ wlsc_surface_create(struct wlsc_compositor *compositor,
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glBindTexture(GL_TEXTURE_2D, surface->texture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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surface->compositor = compositor;
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surface->visual = NULL;
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@ -518,6 +516,7 @@ wlsc_surface_draw(struct wlsc_surface *es,
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struct wlsc_compositor *ec = es->compositor;
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GLfloat *v;
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pixman_region32_t repaint;
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GLint filter;
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int n;
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pixman_region32_init_rect(&repaint,
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@ -536,12 +535,18 @@ wlsc_surface_draw(struct wlsc_surface *es,
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glDisable(GL_BLEND);
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}
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if (es->transform == NULL)
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if (es->transform == NULL) {
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filter = GL_NEAREST;
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n = texture_region(es, &repaint);
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else
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} else {
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filter = GL_LINEAR;
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n = texture_transformed_surface(es);
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}
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glBindTexture(GL_TEXTURE_2D, es->texture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filter);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filter);
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v = ec->vertices.data;
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof *v, &v[0]);
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof *v, &v[2]);
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