@@ -107,7 +107,7 @@ public:
int createInputDMABufTexture2D(eGLImage &eglImage, int fd);
int createOutputDMABufTexture2D(eGLImage &eglImage, int fd);
- void createTexture2D(eGLImage &eglImage, void *data);
+ void createTexture2D(eGLImage &eglImage, void *data, GLint filter);
void pushEnv(std::vector<std::string> &shaderEnv, const char *str);
void makeCurrent();
@@ -242,13 +242,14 @@ int eGL::createOutputDMABufTexture2D(eGLImage &eglImage, int fd)
* \brief Create a 2D texture from a memory buffer
* \param[in,out] eglImage EGL image to associate with the texture
* \param[in] data Pointer to pixel data, or nullptr for uninitialised texture
+ * \param[in] filter GL texture filter setting
*
* Creates a 2D texture from a CPU-accessible memory buffer. The texture
- * is configured with nearest filtering and clamp-to-edge wrapping. This
+ * is configured the specified filtering and clamp-to-edge wrapping. This
* is useful for uploading static data like lookup tables or uniform color
* matrices to the GPU.
*/
-void eGL::createTexture2D(eGLImage &eglImage, void *data)
+void eGL::createTexture2D(eGLImage &eglImage, void *data, GLint filter)
{
ASSERT(tid_ == Thread::currentId());
@@ -259,8 +260,8 @@ void eGL::createTexture2D(eGLImage &eglImage, void *data)
glTexImage2D(GL_TEXTURE_2D, 0, eglImage.format_, eglImage.width_, eglImage.height_, 0, eglImage.format_, GL_UNSIGNED_BYTE, data);
// Nearest filtering
- 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, filter);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filter);
// Wrap to edge to avoid edge artifacts
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
@@ -527,7 +527,7 @@ int DebayerEGL::debayerGPU(FrameBuffer *input, FrameBuffer *output, const Debaye
LOG(Debayer, Error) << "mmap-ing buffer(s) failed";
return -ENODEV;
}
- egl_.createTexture2D(*eglImageBayerIn_, inMapped->value().planes()[0].data());
+ egl_.createTexture2D(*eglImageBayerIn_, inMapped->value().planes()[0].data(), GL_NEAREST);
}
/* Generate the output render framebuffer as render to texture */