SkBitmap::Config is deprecated, use SkColorType
Change-Id: Ic953741325607bf85598c097bb3ab648d4a08996
diff --git a/libs/hwui/OpenGLRenderer.cpp b/libs/hwui/OpenGLRenderer.cpp
index 1bbcff1..c9f541b 100644
--- a/libs/hwui/OpenGLRenderer.cpp
+++ b/libs/hwui/OpenGLRenderer.cpp
@@ -1957,7 +1957,7 @@
const float x = (int) floorf(bounds.left + 0.5f);
const float y = (int) floorf(bounds.top + 0.5f);
- if (CC_UNLIKELY(bitmap->config() == SkBitmap::kA8_Config)) {
+ if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) {
drawAlpha8TextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(),
texture->id, paint, &vertices[0].x, &vertices[0].u,
GL_TRIANGLES, bitmapCount * 6, true,
@@ -1986,7 +1986,7 @@
if (!texture) return DrawGlInfo::kStatusDone;
const AutoTexture autoCleanup(texture);
- if (CC_UNLIKELY(bitmap->config() == SkBitmap::kA8_Config)) {
+ if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) {
drawAlphaBitmap(texture, left, top, paint);
} else {
drawTextureRect(left, top, right, bottom, texture, paint);
@@ -2014,7 +2014,7 @@
// to the vertex shader. The save/restore is a bit overkill.
save(SkCanvas::kMatrix_SaveFlag);
concatMatrix(matrix);
- if (CC_UNLIKELY(bitmap->config() == SkBitmap::kA8_Config)) {
+ if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) {
drawAlphaBitmap(texture, 0.0f, 0.0f, paint);
} else {
drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint);
@@ -2037,7 +2037,7 @@
Texture* texture = mCaches.textureCache.getTransient(bitmap);
const AutoTexture autoCleanup(texture);
- if (CC_UNLIKELY(bitmap->config() == SkBitmap::kA8_Config)) {
+ if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) {
drawAlphaBitmap(texture, left, top, paint);
} else {
drawTextureRect(left, top, right, bottom, texture, paint);
@@ -2232,7 +2232,7 @@
dstBottom = srcBottom - srcTop;
}
- if (CC_UNLIKELY(bitmap->config() == SkBitmap::kA8_Config)) {
+ if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) {
drawAlpha8TextureMesh(dstLeft, dstTop, dstRight, dstBottom,
texture->id, paint,
&mMeshVertices[0].x, &mMeshVertices[0].u,