am f3894a04
: Merge "Tweak setViewport stuff for fwd-compat"
* commit 'f3894a04acb9cdd67a02a1a4c82ba7d178c13000': Tweak setViewport stuff for fwd-compat
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commit
0315a2c564
@ -73,20 +73,6 @@ public:
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static jboolean isOpaque(JNIEnv* env, jobject jcanvas) {
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NPE_CHECK_RETURN_ZERO(env, jcanvas);
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SkCanvas* canvas = GraphicsJNI::getNativeCanvas(env, jcanvas);
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/*
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Currently we cannot support transparency in GL-based canvas' at
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the view level. Therefore we cannot base our answer on the device's
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bitmap, but need to hard-code the answer. If we relax this
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limitation in views, we can simplify the following code as well.
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Use the getViewport() call to find out if we're gl-based...
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*/
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if (canvas->getViewport(NULL)) {
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return true;
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}
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// normal technique, rely on the device's bitmap for the answer
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return canvas->getDevice()->accessBitmap(false).isOpaque();
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}
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@ -104,7 +90,6 @@ public:
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static void setViewport(JNIEnv* env, jobject, SkCanvas* canvas,
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int width, int height) {
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canvas->setViewport(width, height);
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}
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static void setBitmap(JNIEnv* env, jobject, SkCanvas* canvas,
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@ -116,9 +116,9 @@ void NinePatch_Draw(SkCanvas* canvas, const SkRect& bounds,
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paint = &defaultPaint;
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}
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// if our canvas is GL, draw this as a mesh, which will be faster than
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// in parts (which is faster for raster)
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if (canvas && canvas->getViewport(NULL)) {
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// if our SkCanvas were back by GL we should enable this and draw this as
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// a mesh, which will be faster in most cases.
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if (false) {
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SkNinePatch::DrawMesh(canvas, bounds, bitmap,
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chunk.xDivs, chunk.numXDivs,
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chunk.yDivs, chunk.numYDivs,
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