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-rw-r--r--libs/hwui/OpenGLRenderer.cpp19
1 files changed, 0 insertions, 19 deletions
diff --git a/libs/hwui/OpenGLRenderer.cpp b/libs/hwui/OpenGLRenderer.cpp
index d1bae1e..707f662 100644
--- a/libs/hwui/OpenGLRenderer.cpp
+++ b/libs/hwui/OpenGLRenderer.cpp
@@ -1112,8 +1112,6 @@ void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) {
setupDrawMesh(&mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]);
glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
-
- finishDrawTexture();
}
void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) {
@@ -1256,8 +1254,6 @@ void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) {
GL_UNSIGNED_SHORT, NULL));
}
- finishDrawTexture();
-
#if DEBUG_LAYERS_AS_REGIONS
drawRegionRects(layer->region);
#endif
@@ -2021,9 +2017,6 @@ void OpenGLRenderer::setupDrawIndexedVertices(GLvoid* vertices) {
mCaches.bindPositionVertexPointer(force, vertices, gVertexStride);
}
-void OpenGLRenderer::finishDrawTexture() {
-}
-
///////////////////////////////////////////////////////////////////////////////
// Drawing
///////////////////////////////////////////////////////////////////////////////
@@ -2308,8 +2301,6 @@ status_t OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int mes
glDrawArrays(GL_TRIANGLES, 0, count);
- finishDrawTexture();
-
int slot = mCaches.currentProgram->getAttrib("colors");
if (slot >= 0) {
glDisableVertexAttribArray(slot);
@@ -3134,8 +3125,6 @@ status_t OpenGLRenderer::drawLayer(Layer* layer, float x, float y) {
mesh += (drawCount / 6) * 4;
}
- finishDrawTexture();
-
#if DEBUG_LAYERS_AS_REGIONS
drawRegionRects(layer->region);
#endif
@@ -3270,8 +3259,6 @@ void OpenGLRenderer::drawPathTexture(const PathTexture* texture,
setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
-
- finishDrawTexture();
}
// Same values used by Skia
@@ -3488,8 +3475,6 @@ void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float b
setupDrawMesh(vertices, texCoords, vbo);
glDrawArrays(drawMode, 0, elementsCount);
-
- finishDrawTexture();
}
void OpenGLRenderer::drawIndexedTextureMesh(float left, float top, float right, float bottom,
@@ -3515,8 +3500,6 @@ void OpenGLRenderer::drawIndexedTextureMesh(float left, float top, float right,
setupDrawMeshIndices(vertices, texCoords, vbo);
glDrawElements(drawMode, elementsCount, GL_UNSIGNED_SHORT, NULL);
-
- finishDrawTexture();
}
void OpenGLRenderer::drawAlpha8TextureMesh(float left, float top, float right, float bottom,
@@ -3546,8 +3529,6 @@ void OpenGLRenderer::drawAlpha8TextureMesh(float left, float top, float right, f
setupDrawMesh(vertices, texCoords);
glDrawArrays(drawMode, 0, elementsCount);
-
- finishDrawTexture();
}
void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode,