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author Romain Guy <romainguy@google.com> 2013-04-04 22:47:53 +0000
committer Android (Google) Code Review <android-gerrit@google.com> 2013-04-04 22:51:38 +0000
commita151ef8c667a52d9fae28c09f780784f19bdb039 (patch)
treea0e43a7a4da4df3e9ae4812479f6ee44e77f6d42 /libs/hwui/LayerRenderer.cpp
parentfaec826bd6051e41e1299cd14d580a4f50f6fe97 (diff)
parent0908764b2b3cf5075df4178a5f0a8547dcb7b317 (diff)
Merge "First OpenGL ES 3.0 based optimization" into jb-mr2-dev
Diffstat (limited to 'libs/hwui/LayerRenderer.cpp')
-rw-r--r--libs/hwui/LayerRenderer.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/libs/hwui/LayerRenderer.cpp b/libs/hwui/LayerRenderer.cpp
index 8451048e5622..3e55fffd93a9 100644
--- a/libs/hwui/LayerRenderer.cpp
+++ b/libs/hwui/LayerRenderer.cpp
@@ -256,7 +256,7 @@ Layer* LayerRenderer::createLayer(uint32_t width, uint32_t height, bool isOpaque
// Initialize the texture if needed
if (layer->isEmpty()) {
layer->setEmpty(false);
- layer->allocateTexture(GL_RGBA, GL_UNSIGNED_BYTE);
+ layer->allocateTexture();
// This should only happen if we run out of memory
if (glGetError() != GL_NO_ERROR) {