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Unified Diff: src/gpu/gl/SkGLContextHelper.cpp

Issue 23185004: Rename kES2_GrGLBinding to kES_GrGLBinding. Step 0 for supporting ES3. (Closed) Base URL: https://skia.googlecode.com/svn/trunk
Patch Set: Created 7 years, 4 months ago
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Index: src/gpu/gl/SkGLContextHelper.cpp
diff --git a/src/gpu/gl/SkGLContextHelper.cpp b/src/gpu/gl/SkGLContextHelper.cpp
index 9dcc8ecbb8b3f58f11a3d006b80a957e1c2439a3..c4e94318ff88486b4a4b20806efe6cd910668ef2 100644
--- a/src/gpu/gl/SkGLContextHelper.cpp
+++ b/src/gpu/gl/SkGLContextHelper.cpp
@@ -61,7 +61,7 @@ bool SkGLContextHelper::init(int width, int height) {
SK_GL(*this, BindFramebuffer(GR_GL_FRAMEBUFFER, fFBO));
SK_GL(*this, GenRenderbuffers(1, &fColorBufferID));
SK_GL(*this, BindRenderbuffer(GR_GL_RENDERBUFFER, fColorBufferID));
- if (kES2_GrGLBinding == bindingInUse) {
+ if (kES_GrGLBinding == bindingInUse) {
SK_GL(*this, RenderbufferStorage(GR_GL_RENDERBUFFER,
GR_GL_RGBA8,
width, height));
@@ -81,7 +81,7 @@ bool SkGLContextHelper::init(int width, int height) {
// in binding a packed format an FBO. However, we can't rely on packed
// depth stencil being available.
bool supportsPackedDepthStencil;
- if (kES2_GrGLBinding == bindingInUse) {
+ if (kES_GrGLBinding == bindingInUse) {
supportsPackedDepthStencil = this->hasExtension("GL_OES_packed_depth_stencil");
} else {
supportsPackedDepthStencil = version >= GR_GL_VER(3,0) ||
@@ -92,7 +92,7 @@ bool SkGLContextHelper::init(int width, int height) {
if (supportsPackedDepthStencil) {
// ES2 requires sized internal formats for RenderbufferStorage
// On Desktop we let the driver decide.
- GrGLenum format = kES2_GrGLBinding == bindingInUse ?
+ GrGLenum format = kES_GrGLBinding == bindingInUse ?
GR_GL_DEPTH24_STENCIL8 :
GR_GL_DEPTH_STENCIL;
SK_GL(*this, RenderbufferStorage(GR_GL_RENDERBUFFER,
@@ -103,7 +103,7 @@ bool SkGLContextHelper::init(int width, int height) {
GR_GL_RENDERBUFFER,
fDepthStencilBufferID));
} else {
- GrGLenum format = kES2_GrGLBinding == bindingInUse ?
+ GrGLenum format = kES_GrGLBinding == bindingInUse ?
GR_GL_STENCIL_INDEX8 :
GR_GL_STENCIL_INDEX;
SK_GL(*this, RenderbufferStorage(GR_GL_RENDERBUFFER,
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