| Index: ui/gfx/canvas_skia_win.cc
|
| ===================================================================
|
| --- ui/gfx/canvas_skia_win.cc (revision 111322)
|
| +++ ui/gfx/canvas_skia_win.cc (working copy)
|
| @@ -415,11 +415,10 @@
|
|
|
| // Create a temporary buffer filled with the halo color. It must leave room
|
| // for the 1-pixel border around the text.
|
| - gfx::Rect rect(gfx::Point(), gfx::Size(w + 2, h + 2));
|
| - CanvasSkia text_canvas(rect.width(), rect.height(), true);
|
| + CanvasSkia text_canvas(w + 2, h + 2, true);
|
| SkPaint bkgnd_paint;
|
| bkgnd_paint.setColor(halo_color);
|
| - text_canvas.DrawRect(rect, bkgnd_paint);
|
| + text_canvas.DrawRectInt(0, 0, w + 2, h + 2, bkgnd_paint);
|
|
|
| // Draw the text into the temporary buffer. This will have correct
|
| // ClearType since the background color is the same as the halo color.
|
| @@ -429,8 +428,7 @@
|
| // opaque. We have to do this first since pixelShouldGetHalo will check for
|
| // 0 to see if a pixel has been modified to transparent, and black text that
|
| // Windows draw will look transparent to it!
|
| - skia::MakeOpaque(text_canvas.sk_canvas(), rect.x(), rect.y(), rect.width(),
|
| - rect.height());
|
| + skia::MakeOpaque(text_canvas.sk_canvas(), 0, 0, w + 2, h + 2);
|
|
|
| uint32_t halo_premul = SkPreMultiplyColor(halo_color);
|
| SkBitmap& text_bitmap = const_cast<SkBitmap&>(
|
|
|