| Index: src/gpu/gl/GrGLCaps.cpp
|
| diff --git a/src/gpu/gl/GrGLCaps.cpp b/src/gpu/gl/GrGLCaps.cpp
|
| index ec5b82155fe7742564e772058ae617cc0cd9efb8..10a7eefedaf80271ad04147c77273146463fbb55 100644
|
| --- a/src/gpu/gl/GrGLCaps.cpp
|
| +++ b/src/gpu/gl/GrGLCaps.cpp
|
| @@ -101,7 +101,7 @@ void GrGLCaps::init(const GrGLContextInfo& ctxInfo, const GrGLInterface* gli) {
|
| * Caps specific to GrGLCaps
|
| **************************************************************************/
|
|
|
| - if (kES2_GrGLBinding == binding) {
|
| + if (kES_GrGLBinding == binding) {
|
| GR_GL_GetIntegerv(gli, GR_GL_MAX_FRAGMENT_UNIFORM_VECTORS,
|
| &fMaxFragmentUniformVectors);
|
| } else {
|
| @@ -155,7 +155,7 @@ void GrGLCaps::init(const GrGLContextInfo& ctxInfo, const GrGLInterface* gli) {
|
| ctxInfo.hasExtension("GL_ANGLE_pack_reverse_row_order");
|
| }
|
|
|
| - fTextureUsageSupport = (kES2_GrGLBinding == binding) &&
|
| + fTextureUsageSupport = (kES_GrGLBinding == binding) &&
|
| ctxInfo.hasExtension("GL_ANGLE_texture_usage");
|
|
|
| // Tex storage is in desktop 4.2 and can be an extension to desktop or ES.
|
| @@ -183,7 +183,7 @@ void GrGLCaps::init(const GrGLContextInfo& ctxInfo, const GrGLInterface* gli) {
|
| // ES 2 only guarantees RGBA/uchar + one other format/type combo for
|
| // ReadPixels. The other format has to checked at run-time since it
|
| // can change based on which render target is bound
|
| - fTwoFormatLimit = kES2_GrGLBinding == binding;
|
| + fTwoFormatLimit = kES_GrGLBinding == binding;
|
|
|
| // Known issue on at least some Intel platforms:
|
| // http://code.google.com/p/skia/issues/detail?id=946
|
| @@ -216,7 +216,7 @@ void GrGLCaps::init(const GrGLContextInfo& ctxInfo, const GrGLInterface* gli) {
|
| fVertexArrayObjectSupport = ctxInfo.hasExtension("GL_OES_vertex_array_object");
|
| }
|
|
|
| - if (kES2_GrGLBinding == binding) {
|
| + if (kES_GrGLBinding == binding) {
|
| if (ctxInfo.hasExtension("GL_EXT_shader_framebuffer_fetch")) {
|
| fFBFetchType = kEXT_FBFetchType;
|
| } else if (ctxInfo.hasExtension("GL_NV_shader_framebuffer_fetch")) {
|
|
|