Merge "SurfaceFlinger: set wrap mode on screenshot texture"
diff --git a/services/surfaceflinger/LayerScreenshot.cpp b/services/surfaceflinger/LayerScreenshot.cpp
index c127fa6..c7cf46e 100644
--- a/services/surfaceflinger/LayerScreenshot.cpp
+++ b/services/surfaceflinger/LayerScreenshot.cpp
@@ -70,6 +70,8 @@
     glBindTexture(GL_TEXTURE_2D, mTextureName);
     glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
     glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+    glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+    glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
     mTexCoords[0] = 0;         mTexCoords[1] = v;
     mTexCoords[2] = 0;         mTexCoords[3] = 0;
     mTexCoords[4] = u;         mTexCoords[5] = 0;
diff --git a/services/surfaceflinger/SurfaceFlinger.cpp b/services/surfaceflinger/SurfaceFlinger.cpp
index 40717f4..9e3f548 100644
--- a/services/surfaceflinger/SurfaceFlinger.cpp
+++ b/services/surfaceflinger/SurfaceFlinger.cpp
@@ -1922,6 +1922,8 @@
     glTexEnvx(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
     glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
     glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+    glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+    glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
     glTexCoordPointer(2, GL_FLOAT, 0, texCoords);
     glEnableClientState(GL_TEXTURE_COORD_ARRAY);
     glVertexPointer(2, GL_FLOAT, 0, vtx);
@@ -2094,6 +2096,8 @@
     glTexEnvx(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
     glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
     glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+    glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+    glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
     glTexCoordPointer(2, GL_FLOAT, 0, texCoords);
     glEnableClientState(GL_TEXTURE_COORD_ARRAY);
     glVertexPointer(2, GL_FLOAT, 0, vtx);