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Unified Diff: include/gpu/gl/GrGLInterface.h

Issue 23404002: Add support for ES3 MSAA. (Closed) Base URL: http://skia.googlecode.com/svn/trunk/
Patch Set: Created 7 years, 4 months ago
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Index: include/gpu/gl/GrGLInterface.h
===================================================================
--- include/gpu/gl/GrGLInterface.h (revision 10891)
+++ include/gpu/gl/GrGLInterface.h (working copy)
@@ -223,7 +223,29 @@
GLPtr<GrGLReadBufferProc> fReadBuffer;
GLPtr<GrGLReadPixelsProc> fReadPixels;
GLPtr<GrGLRenderbufferStorageProc> fRenderbufferStorage;
+
+#if !GR_GL_IGNORE_ES3_MSAA
+ // On OpenGL ES there are multiple incompatible extensions that add support for MSAA
+ // and ES3 adds MSAA support to the standard. On an ES3 driver we may still use the
+ // older extensions for performance reasons or due to ES3 driver bugs. We want the function
+ // that creates the GrGLInterface to provide all available functions and internally
+ // we will select among them. They all have a method called glRenderbufferStorageMultisample*.
+ // So we have separate function pointers for GL_IMG/EXT_multisampled_to_texture,
+ // GL_CHROMIUM/ANGLE_framebuffer_multisample/ES3, and GL_APPLE_framebuffer_multisample
+ // variations.
+ //
+ // If a driver supports multiple GL_ARB_framebuffer_multisample-style extensions then we will
+ // assume the function pointers for the standard (or equivalent GL_ARB) version have
+ // been preferred over GL_EXT, GL_CHROMIUM, or GL_ANGLE variations that have reduced
+ // functionality.
+
+ // GL_EXT_multisampled_render_to_texture (preferred) or GL_IMG_multisampled_render_to_texture
+ GLPtr<GrGLRenderbufferStorageMultisampleProc> fRenderbufferStorageMultisampleES2EXT;
+ // GL_APPLE_framebuffer_multisample
+ GLPtr<GrGLRenderbufferStorageMultisampleProc> fRenderbufferStorageMultisampleES2APPLE;
+#endif
jvanverth1 2013/08/27 17:39:06 Maybe a comment here stating that this is where GL
bsalomon 2013/09/05 22:00:15 Done.
GLPtr<GrGLRenderbufferStorageMultisampleProc> fRenderbufferStorageMultisample;
+
GLPtr<GrGLRenderbufferStorageMultisampleCoverageProc> fRenderbufferStorageMultisampleCoverage;
GLPtr<GrGLResolveMultisampleFramebufferProc> fResolveMultisampleFramebuffer;
GLPtr<GrGLScissorProc> fScissor;

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