clean-up surfaceflinger a bit

get rid of the glDrawTexi path and use floating points instead of fixed point maths

Change-Id: I3aa9ce2dc082f702160e605a16ba5fe987cdf087
diff --git a/libs/surfaceflinger/LayerBlur.cpp b/libs/surfaceflinger/LayerBlur.cpp
index 5fd7904..ef91344 100644
--- a/libs/surfaceflinger/LayerBlur.cpp
+++ b/libs/surfaceflinger/LayerBlur.cpp
@@ -206,8 +206,8 @@
 
         const State& s = drawingState();
         if (UNLIKELY(s.alpha < 0xFF)) {
-            const GGLfixed alpha = (s.alpha << 16)/255;
-            glColor4x(0, 0, 0, alpha);
+            const GLfloat alpha = s.alpha * (1.0f/255.0f);
+            glColor4f(0, 0, 0, alpha);
             glEnable(GL_BLEND);
             glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
             glTexEnvx(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
@@ -225,38 +225,20 @@
         glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
         glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
 
-        if (UNLIKELY(transformed()
-                || !(mFlags & DisplayHardware::DRAW_TEXTURE_EXTENSION) )) {
-            // This is a very rare scenario.
-            glMatrixMode(GL_TEXTURE);
-            glLoadIdentity();
-            glScalef(mWidthScale, mHeightScale, 1);
-            glTranslatef(-x, mYOffset - y, 0);
-            glEnableClientState(GL_TEXTURE_COORD_ARRAY);
-            glVertexPointer(2, GL_FIXED, 0, mVertices);
-            glTexCoordPointer(2, GL_FIXED, 0, mVertices);
-            while (it != end) {
-                const Rect& r = *it++;
-                const GLint sy = fbHeight - (r.top + r.height());
-                glScissor(r.left, sy, r.width(), r.height());
-                glDrawArrays(GL_TRIANGLE_FAN, 0, 4); 
-            }       
-            glDisableClientState(GL_TEXTURE_COORD_ARRAY);
-        } else {
-            // NOTE: this is marginally faster with the software gl, because
-            // glReadPixels() reads the fb bottom-to-top, however we'll
-            // skip all the jaccobian computations.
-            Rect r;
-            GLint crop[4] = { 0, 0, w, h };
-            glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_CROP_RECT_OES, crop);
-            y = fbHeight - (y + h);
-            while (it != end) {
-                const Rect& r = *it++;
-                const GLint sy = fbHeight - (r.top + r.height());
-                glScissor(r.left, sy, r.width(), r.height());
-                glDrawTexiOES(x, y, 0, w, h);
-            }
+        glMatrixMode(GL_TEXTURE);
+        glLoadIdentity();
+        glScalef(mWidthScale, mHeightScale, 1);
+        glTranslatef(-x, mYOffset - y, 0);
+        glEnableClientState(GL_TEXTURE_COORD_ARRAY);
+        glVertexPointer(2, GL_FLOAT, 0, mVertices);
+        glTexCoordPointer(2, GL_FLOAT, 0, mVertices);
+        while (it != end) {
+            const Rect& r = *it++;
+            const GLint sy = fbHeight - (r.top + r.height());
+            glScissor(r.left, sy, r.width(), r.height());
+            glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
         }
+        glDisableClientState(GL_TEXTURE_COORD_ARRAY);
     }
 }