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authorAndy McFadden <fadden@android.com>2013-10-11 11:16:03 -0700
committerAndy McFadden <fadden@android.com>2013-10-11 11:16:03 -0700
commitc6f216955966e93ea983ba800e651af3de6c90e3 (patch)
tree6e3e9a2e4ea53ee23b6d5c2348ff027606022995 /services/surfaceflinger/RenderEngine
parent2d8d120dc175c131a75e93fb1de61a9f432ddce9 (diff)
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Use black for blackout layer
SurfaceFlinger was rendering dark purple for secure content, which showed up when we took a screen shot for the orientation change animation. Use black instead. Bug 11157921 Change-Id: I3895e8168891d49dc5b84eed599bcd0a303bb70a
Diffstat (limited to 'services/surfaceflinger/RenderEngine')
-rw-r--r--services/surfaceflinger/RenderEngine/GLES11RenderEngine.cpp2
-rw-r--r--services/surfaceflinger/RenderEngine/GLES20RenderEngine.cpp2
2 files changed, 2 insertions, 2 deletions
diff --git a/services/surfaceflinger/RenderEngine/GLES11RenderEngine.cpp b/services/surfaceflinger/RenderEngine/GLES11RenderEngine.cpp
index 1cd8cb3..521a5d2 100644
--- a/services/surfaceflinger/RenderEngine/GLES11RenderEngine.cpp
+++ b/services/surfaceflinger/RenderEngine/GLES11RenderEngine.cpp
@@ -46,7 +46,7 @@ GLES11RenderEngine::GLES11RenderEngine() {
}
} pack565;
- const uint16_t protTexData[] = { pack565(0x03, 0x03, 0x03) };
+ const uint16_t protTexData[] = { 0 };
glGenTextures(1, &mProtectedTexName);
glBindTexture(GL_TEXTURE_2D, mProtectedTexName);
glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
diff --git a/services/surfaceflinger/RenderEngine/GLES20RenderEngine.cpp b/services/surfaceflinger/RenderEngine/GLES20RenderEngine.cpp
index 7112ca8..a2a6270 100644
--- a/services/surfaceflinger/RenderEngine/GLES20RenderEngine.cpp
+++ b/services/surfaceflinger/RenderEngine/GLES20RenderEngine.cpp
@@ -50,7 +50,7 @@ GLES20RenderEngine::GLES20RenderEngine() :
}
} pack565;
- const uint16_t protTexData[] = { pack565(0x03, 0x03, 0x03) };
+ const uint16_t protTexData[] = { 0 };
glGenTextures(1, &mProtectedTexName);
glBindTexture(GL_TEXTURE_2D, mProtectedTexName);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);