backout a workaround that is not needed anymore
we had to add a call to glFinish() before glReadPixels() because of a bug in the GL ES driver of a certain device. This is not needed anymore.
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@@ -169,7 +169,6 @@ void LayerBlur::onDraw(const Region& clip) const
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// This reads the frame-buffer, so a h/w GL would have to
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// finish() its rendering first. we don't want to do that
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// too often. Read data is 4-bytes aligned.
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glFinish();
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glReadPixels(X, Y, w, h, mReadFormat, mReadType, pixels);
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// blur that texture.
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