Change desktop and ES 3.0 to always use sized internal texture formats.

Committed: https://skia.googlesource.com/skia/+/bc02bf0ee4221604796cd6d0394ca3af60c0a579

Review URL: https://codereview.chromium.org/806943002
diff --git a/src/gpu/gl/GrGLCaps.h b/src/gpu/gl/GrGLCaps.h
index 19e9b87..0018263 100644
--- a/src/gpu/gl/GrGLCaps.h
+++ b/src/gpu/gl/GrGLCaps.h
@@ -245,6 +245,9 @@
     /// Is there support for Vertex Array Objects?
     bool vertexArrayObjectSupport() const { return fVertexArrayObjectSupport; }
 
+    /// Is there support for ES2 compatability?
+    bool ES2CompatibilitySupport() const { return fES2CompatibilitySupport; }
+
     /// Use indices or vertices in CPU arrays rather than VBOs for dynamic content.
     bool useNonVBOVertexAndIndexDynamicData() const {
         return fUseNonVBOVertexAndIndexDynamicData;
@@ -364,6 +367,7 @@
     bool fTwoFormatLimit : 1;
     bool fFragCoordsConventionSupport : 1;
     bool fVertexArrayObjectSupport : 1;
+    bool fES2CompatibilitySupport : 1;
     bool fUseNonVBOVertexAndIndexDynamicData : 1;
     bool fIsCoreProfile : 1;
     bool fFullClearIsFree : 1;