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author Mathias Agopian <mathias@google.com> 2009-11-19 15:52:28 -0800
committer Mathias Agopian <mathias@google.com> 2009-11-19 15:52:28 -0800
commit137dac6f10a1a727268bbea60955882baceeaaca (patch)
treee316635c53c6282f3d1d3ad256faedc790fdc070
parent74a331b5dd1d39da44b608743c36ab3523f598d2 (diff)
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.
-rw-r--r--libs/surfaceflinger/LayerBlur.cpp1
1 files changed, 0 insertions, 1 deletions
diff --git a/libs/surfaceflinger/LayerBlur.cpp b/libs/surfaceflinger/LayerBlur.cpp
index 5d4a38b8abe9..5fd7904be6cf 100644
--- a/libs/surfaceflinger/LayerBlur.cpp
+++ b/libs/surfaceflinger/LayerBlur.cpp
@@ -169,7 +169,6 @@ void LayerBlur::onDraw(const Region& clip) const
// This reads the frame-buffer, so a h/w GL would have to
// finish() its rendering first. we don't want to do that
// too often. Read data is 4-bytes aligned.
- glFinish();
glReadPixels(X, Y, w, h, mReadFormat, mReadType, pixels);
// blur that texture.