R11 EAC texture compression is introduced as part of the OpenGL ES 3.0 spec. This is a format that will likely be required on most mobile phones in the upcoming years, making it better to target than LATC, which is only available on NVIDIA GPUs.
R=bsalomon@google.com, robertphillips@google.com
Author: krajcevski@google.com
Review URL: https://codereview.chromium.org/330763008
diff --git a/src/gpu/GrDrawTarget.cpp b/src/gpu/GrDrawTarget.cpp
index b90193f..87057bd 100644
--- a/src/gpu/GrDrawTarget.cpp
+++ b/src/gpu/GrDrawTarget.cpp
@@ -1134,6 +1134,7 @@
"BGRA8888", // kBGRA_8888_GrPixelConfig,
"ETC1", // kETC1_GrPixelConfig,
"LATC", // kLATC_GrPixelConfig,
+ "R11EAC", // kR11_EAC_GrPixelConfig,
};
GR_STATIC_ASSERT(0 == kUnknown_GrPixelConfig);
GR_STATIC_ASSERT(1 == kAlpha_8_GrPixelConfig);
@@ -1144,6 +1145,7 @@
GR_STATIC_ASSERT(6 == kBGRA_8888_GrPixelConfig);
GR_STATIC_ASSERT(7 == kETC1_GrPixelConfig);
GR_STATIC_ASSERT(8 == kLATC_GrPixelConfig);
+ GR_STATIC_ASSERT(9 == kR11_EAC_GrPixelConfig);
GR_STATIC_ASSERT(SK_ARRAY_COUNT(kConfigNames) == kGrPixelConfigCnt);
SkASSERT(!fConfigRenderSupport[kUnknown_GrPixelConfig][0]);