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Side by Side Diff: src/gpu/gl/GrGLCaps.cpp

Issue 1270533002: Make it possible to toggle MSAA for ES (EXT_multisample_compatibility) (Closed) Base URL: https://skia.googlesource.com/skia.git@master
Patch Set: Created 5 years, 4 months ago
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1 /* 1 /*
2 * Copyright 2012 Google Inc. 2 * Copyright 2012 Google Inc.
3 * 3 *
4 * Use of this source code is governed by a BSD-style license that can be 4 * Use of this source code is governed by a BSD-style license that can be
5 * found in the LICENSE file. 5 * found in the LICENSE file.
6 */ 6 */
7 7
8 8
9 #include "GrGLCaps.h" 9 #include "GrGLCaps.h"
10 10
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261 if (kGL_GrGLStandard == standard) { 261 if (kGL_GrGLStandard == standard) {
262 fES2CompatibilitySupport = ctxInfo.hasExtension("GL_ARB_ES2_compatibilit y"); 262 fES2CompatibilitySupport = ctxInfo.hasExtension("GL_ARB_ES2_compatibilit y");
263 } 263 }
264 else { 264 else {
265 fES2CompatibilitySupport = true; 265 fES2CompatibilitySupport = true;
266 } 266 }
267 267
268 if (kGL_GrGLStandard == standard) { 268 if (kGL_GrGLStandard == standard) {
269 fMultisampleDisableSupport = true; 269 fMultisampleDisableSupport = true;
270 } else { 270 } else {
271 fMultisampleDisableSupport = false; 271 fMultisampleDisableSupport = ctxInfo.hasExtension("GL_EXT_multisample_co mpatibility");
272 } 272 }
273 273
274 if (kGL_GrGLStandard == standard && version >= GR_GL_VER(3, 0)) { 274 if (kGL_GrGLStandard == standard && version >= GR_GL_VER(3, 0)) {
275 fBindFragDataLocationSupport = true; 275 fBindFragDataLocationSupport = true;
276 } 276 }
277 277
278 /************************************************************************** 278 /**************************************************************************
279 * GrShaderCaps fields 279 * GrShaderCaps fields
280 **************************************************************************/ 280 **************************************************************************/
281 281
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1201 for (int p = 0; p < kGrSLPrecisionCount; ++p) { 1201 for (int p = 0; p < kGrSLPrecisionCount; ++p) {
1202 glslCaps->fFloatPrecisions[kGeometry_GrShaderType][p] = 1202 glslCaps->fFloatPrecisions[kGeometry_GrShaderType][p] =
1203 glslCaps->fFloatPrecisions[kVerte x_GrShaderType][p]; 1203 glslCaps->fFloatPrecisions[kVerte x_GrShaderType][p];
1204 } 1204 }
1205 } 1205 }
1206 } 1206 }
1207 1207
1208 1208
1209 1209
1210 1210
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