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authorGravatar djsollen <djsollen@google.com>2016-01-04 08:16:38 -0800
committerGravatar Commit bot <commit-bot@chromium.org>2016-01-04 08:16:38 -0800
commitd814c9c314a636d9ac38d7922d23d6387dc5460c (patch)
tree2c54bce0775ba0a8288bd6781a77b929b106d948 /src
parent7a897c0f796df0a1c5b4ee5930b29bfed17ad1b4 (diff)
Don't preserve buggy Android behavior of ignoring the paint's alpha.
Diffstat (limited to 'src')
-rw-r--r--src/core/SkComposeShader.cpp6
1 files changed, 0 insertions, 6 deletions
diff --git a/src/core/SkComposeShader.cpp b/src/core/SkComposeShader.cpp
index 287702ec66..d433ff2d43 100644
--- a/src/core/SkComposeShader.cpp
+++ b/src/core/SkComposeShader.cpp
@@ -137,12 +137,6 @@ void SkComposeShader::ComposeShaderContext::shadeSpan(int x, int y, SkPMColor re
SkXfermode* mode = static_cast<const SkComposeShader&>(fShader).fMode;
unsigned scale = SkAlpha255To256(this->getPaintAlpha());
-#ifdef SK_BUILD_FOR_ANDROID_FRAMEWORK
- // In the Android framework, make compose shader ignore the paint's alpha.
- // This matches the old behavior. FIXME: Can we remove this difference?
- scale = 256;
-#endif
-
SkPMColor tmp[TMP_COLOR_COUNT];
if (nullptr == mode) { // implied SRC_OVER