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authorDerek Sollenberger <djsollen@google.com>2011-05-16 13:09:42 -0400
committerDerek Sollenberger <djsollen@google.com>2011-05-16 15:30:40 -0400
commitd39d1affe82cb8c21d32baaa5fbb2d6afb806f8e (patch)
tree05f6bcaf8113b7428c7f8315ee8a540ad91940e1 /core/jni/android/graphics
parent7b06e3516ccd452224d9b160c8cf54c3b9f3597d (diff)
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Updates resulting from the Skia merge (revision 1327)
Change-Id: I2a8f5869dbe95bb594f2ba5d7278f9b330e6f17a
Diffstat (limited to 'core/jni/android/graphics')
-rw-r--r--core/jni/android/graphics/Canvas.cpp14
-rw-r--r--core/jni/android/graphics/NinePatchImpl.cpp6
2 files changed, 3 insertions, 17 deletions
diff --git a/core/jni/android/graphics/Canvas.cpp b/core/jni/android/graphics/Canvas.cpp
index 9d9196e..17b0d3e 100644
--- a/core/jni/android/graphics/Canvas.cpp
+++ b/core/jni/android/graphics/Canvas.cpp
@@ -73,20 +73,6 @@ public:
static jboolean isOpaque(JNIEnv* env, jobject jcanvas) {
NPE_CHECK_RETURN_ZERO(env, jcanvas);
SkCanvas* canvas = GraphicsJNI::getNativeCanvas(env, jcanvas);
-
- /*
- Currently we cannot support transparency in GL-based canvas' at
- the view level. Therefore we cannot base our answer on the device's
- bitmap, but need to hard-code the answer. If we relax this
- limitation in views, we can simplify the following code as well.
-
- Use the getViewport() call to find out if we're gl-based...
- */
- if (canvas->getViewport(NULL)) {
- return true;
- }
-
- // normal technique, rely on the device's bitmap for the answer
return canvas->getDevice()->accessBitmap(false).isOpaque();
}
diff --git a/core/jni/android/graphics/NinePatchImpl.cpp b/core/jni/android/graphics/NinePatchImpl.cpp
index ff24a87..a3e36ee 100644
--- a/core/jni/android/graphics/NinePatchImpl.cpp
+++ b/core/jni/android/graphics/NinePatchImpl.cpp
@@ -116,9 +116,9 @@ void NinePatch_Draw(SkCanvas* canvas, const SkRect& bounds,
paint = &defaultPaint;
}
- // if our canvas is GL, draw this as a mesh, which will be faster than
- // in parts (which is faster for raster)
- if (canvas && canvas->getViewport(NULL)) {
+ // if our SkCanvas were back by GL we should enable this and draw this as
+ // a mesh, which will be faster in most cases.
+ if (false) {
SkNinePatch::DrawMesh(canvas, bounds, bitmap,
chunk.xDivs, chunk.numXDivs,
chunk.yDivs, chunk.numYDivs,