From 8ae077379edcdbf7bf106121593361d2486aacb7 Mon Sep 17 00:00:00 2001 From: Tor Lillqvist Date: Tue, 5 Jun 2012 17:05:56 +0300 Subject: Use 32bpp bitmaps on Android (and iOS) Modify DocumentLoader correspondingly. Take Android bug 32588 into account. Ideal would be to extend the XDevice stuff, or something, so that one could hand it a pre-allocated RGBA buffer into which the drawing/rendering would go. Then one could get rid of the silly convert-to-BMP phase, which prefixes the bitmap data with BMP and DIB headers (and thus, I guess, has to copy and allocate another copy). Will see. Change-Id: I4597cd933db8faa8105dc8f19638d712d5d2238a --- vcl/headless/svpframe.cxx | 5 +++++ 1 file changed, 5 insertions(+) (limited to 'vcl/headless/svpframe.cxx') diff --git a/vcl/headless/svpframe.cxx b/vcl/headless/svpframe.cxx index 63f4a49ac978..208313de99c3 100644 --- a/vcl/headless/svpframe.cxx +++ b/vcl/headless/svpframe.cxx @@ -92,7 +92,12 @@ SvpSalFrame::SvpSalFrame( SvpSalInstance* pInstance, m_aSystemChildData.nSize = sizeof( SystemChildData ); #if defined( UNX ) // FIXME: prolly redundant m_aSystemChildData.pSalFrame = this; +#if defined(ANDROID) || defined(IOS) + // We want 32-bit RGBA bitmaps + m_aSystemChildData.nDepth = 32; +#else m_aSystemChildData.nDepth = 24; +#endif #endif if( m_pParent ) -- cgit v1.2.3