DescriptionUse nearest neighbor filtering for non-translated quads
Draw tiled layer quads that only have a translation transformation
component using nearest neighbor filtering instead of bilinear
filtering. This has two advantages:
1. On some GPUs this can reduce memory bandwidth usage due to increased
texture cache hit rate.
2. Linear filtering is known to give slightly different results on
different GPUs because of differences in the texture sampling
hardware. Avoiding bilinear filtering in the common case (i.e., when
CSS transformation aren't used) makes WebKit layout test pixel dumps
better comparable across different devices.
TEST=ResourceProviderTest.ScopedSampler, GLRendererTest2.activeTextureState, manual testing with composited websites.
BUG=
Committed: https://src.chromium.org/viewvc/chrome?view=rev&revision=170944
Patch Set 1 #
Total comments: 4
Patch Set 2 : Use LINEAR for fractionally translated quads. #Patch Set 3 : Associate resources with min/mag filters and use NEAREST for tile quads when feasible. #
Total comments: 11
Patch Set 4 : Use single filter for min/mag; fix bind order. #
Total comments: 1
Patch Set 5 : Also test negative translations. #
Total comments: 2
Patch Set 6 : Change CHECK() into DCHECK(). #
Messages
Total messages: 23 (0 generated)
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