Index: src/gpu/gl/GrGLGpu.cpp |
diff --git a/src/gpu/gl/GrGLGpu.cpp b/src/gpu/gl/GrGLGpu.cpp |
index d19afaff2e5a39670fa9f27a817a7b38445b0f14..90aa5a659814853a069c031cc10165be679ca14e 100644 |
--- a/src/gpu/gl/GrGLGpu.cpp |
+++ b/src/gpu/gl/GrGLGpu.cpp |
@@ -2150,7 +2150,9 @@ void GrGLGpu::disableScissor() { |
} |
} |
-void GrGLGpu::onClear(GrRenderTarget* target, const SkIRect& rect, GrColor color) { |
+void GrGLGpu::clear(const SkIRect& rect, GrColor color, GrRenderTarget* target) { |
+ this->handleDirtyContext(); |
+ |
// parent class should never let us get here with no RT |
SkASSERT(target); |
GrGLRenderTarget* glRT = static_cast<GrGLRenderTarget*>(target); |
@@ -2238,8 +2240,9 @@ void GrGLGpu::clearStencil(GrRenderTarget* target) { |
fHWStencilSettings.invalidate(); |
} |
-void GrGLGpu::onClearStencilClip(GrRenderTarget* target, const SkIRect& rect, bool insideClip) { |
+void GrGLGpu::clearStencilClip(const SkIRect& rect, bool insideClip, GrRenderTarget* target) { |
SkASSERT(target); |
+ this->handleDirtyContext(); |
GrStencilAttachment* sb = target->renderTargetPriv().getStencilAttachment(); |
// this should only be called internally when we know we have a |
@@ -2624,11 +2627,10 @@ bool GrGLGpu::onReadPixels(GrSurface* surface, |
return true; |
} |
-GrGpuCommandBuffer* GrGLGpu::createCommandBuffer(const GrRenderTarget& target, |
- GrGpuCommandBuffer::LoadAndStoreOp colorOp, |
- GrColor colorClear, |
- GrGpuCommandBuffer::LoadAndStoreOp stencilOp, |
- GrColor stencilClear) { |
+GrGpuCommandBuffer* GrGLGpu::createCommandBuffer( |
+ GrRenderTarget* target, |
+ const GrGpuCommandBuffer::LoadAndStoreInfo& colorInfo, |
+ const GrGpuCommandBuffer::LoadAndStoreInfo& stencilInfo) { |
return new GrGLGpuCommandBuffer(this); |
} |
@@ -2729,10 +2731,12 @@ GrGLenum gPrimitiveType2GLMode[] = { |
#endif |
#endif |
-void GrGLGpu::onDraw(const GrPipeline& pipeline, |
- const GrPrimitiveProcessor& primProc, |
- const GrMesh* meshes, |
- int meshCount) { |
+void GrGLGpu::draw(const GrPipeline& pipeline, |
+ const GrPrimitiveProcessor& primProc, |
+ const GrMesh* meshes, |
+ int meshCount) { |
+ this->handleDirtyContext(); |
+ |
if (!this->flushGLState(pipeline, primProc)) { |
return; |
} |