diff --git a/core/jni/android/graphics/Canvas.cpp b/core/jni/android/graphics/Canvas.cpp index c2365ffca85ef..5212548841363 100644 --- a/core/jni/android/graphics/Canvas.cpp +++ b/core/jni/android/graphics/Canvas.cpp @@ -73,20 +73,6 @@ 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(); } @@ -104,7 +90,6 @@ public: static void setViewport(JNIEnv* env, jobject, SkCanvas* canvas, int width, int height) { - canvas->setViewport(width, height); } static void setBitmap(JNIEnv* env, jobject, SkCanvas* canvas, diff --git a/core/jni/android/graphics/NinePatchImpl.cpp b/core/jni/android/graphics/NinePatchImpl.cpp index ff24a87fd2268..a3e36ee9d8a1b 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,