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authorDerek Sollenberger <djsollen@google.com>2011-05-16 13:09:42 -0400
committerJean-Baptiste Queru <jbq@google.com>2011-06-13 15:07:30 -0700
commitf11c52d246d9e43c8533dff82979e7eeb72c1d50 (patch)
treea46f6e224b51fa3f79003d099656c76c0fb3fd09 /core/jni
parentc031afc8e9ad6c940c7d67a15b9c53092987377e (diff)
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Updates resulting from the Skia merge (revision 1327)
Change-Id: I1d2cecbad6c30e6ebc9579093404742f17e14e84
Diffstat (limited to 'core/jni')
-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 0cdb357..78fc1df 100644
--- a/core/jni/android/graphics/Canvas.cpp
+++ b/core/jni/android/graphics/Canvas.cpp
@@ -72,20 +72,6 @@ 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,