| Index: include/gpu/gl/GrGLInterface.h
|
| diff --git a/include/gpu/gl/GrGLInterface.h b/include/gpu/gl/GrGLInterface.h
|
| index 31429a8ebc98007faed0cb42aedf1103c9bdb293..b1bbc3d3dd08b62faac23d4a49d74cc94028812f 100644
|
| --- a/include/gpu/gl/GrGLInterface.h
|
| +++ b/include/gpu/gl/GrGLInterface.h
|
| @@ -194,9 +194,13 @@ public:
|
| GLPtr<GrGLDisableProc> fDisable;
|
| GLPtr<GrGLDisableVertexAttribArrayProc> fDisableVertexAttribArray;
|
| GLPtr<GrGLDrawArraysProc> fDrawArrays;
|
| + GLPtr<GrGLDrawArraysIndirectProc> fDrawArraysIndirect;
|
| + GLPtr<GrGLDrawArraysInstancedProc> fDrawArraysInstanced;
|
| GLPtr<GrGLDrawBufferProc> fDrawBuffer;
|
| GLPtr<GrGLDrawBuffersProc> fDrawBuffers;
|
| GLPtr<GrGLDrawElementsProc> fDrawElements;
|
| + GLPtr<GrGLDrawElementsIndirectProc> fDrawElementsIndirect;
|
| + GLPtr<GrGLDrawElementsInstancedProc> fDrawElementsInstanced;
|
| GLPtr<GrGLEnableProc> fEnable;
|
| GLPtr<GrGLEnableVertexAttribArrayProc> fEnableVertexAttribArray;
|
| GLPtr<GrGLEndQueryProc> fEndQuery;
|
| @@ -325,6 +329,7 @@ public:
|
| GLPtr<GrGLVertexAttrib2fvProc> fVertexAttrib2fv;
|
| GLPtr<GrGLVertexAttrib3fvProc> fVertexAttrib3fv;
|
| GLPtr<GrGLVertexAttrib4fvProc> fVertexAttrib4fv;
|
| + GLPtr<GrGLVertexAttribDivisorProc> fVertexAttribDivisor;
|
| GLPtr<GrGLVertexAttribPointerProc> fVertexAttribPointer;
|
| GLPtr<GrGLViewportProc> fViewport;
|
|
|
| @@ -360,12 +365,9 @@ public:
|
| /* NV_framebuffer_mixed_samples */
|
| GLPtr<GrGLCoverageModulationProc> fCoverageModulation;
|
|
|
| - /* ARB_draw_instanced */
|
| - GLPtr<GrGLDrawArraysInstancedProc> fDrawArraysInstanced;
|
| - GLPtr<GrGLDrawElementsInstancedProc> fDrawElementsInstanced;
|
| -
|
| - /* ARB_instanced_arrays */
|
| - GLPtr<GrGLVertexAttribDivisorProc> fVertexAttribDivisor;
|
| + /* EXT_multi_draw_indirect */
|
| + GLPtr<GrGLMultiDrawArraysIndirectProc> fMultiDrawArraysIndirect;
|
| + GLPtr<GrGLMultiDrawElementsIndirectProc> fMultiDrawElementsIndirect;
|
|
|
| /* NV_bindless_texture */
|
| // We use the NVIDIA verson for now because it does not require dynamically uniform handles.
|
|
|