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;