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

Issue 806943002: Change desktop and ES 3.0 to always use sized internal texture formats. (Closed) Base URL: https://skia.googlesource.com/skia.git@master
Patch Set: Add check for ES2 compatibility. Created 6 years ago
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Index: src/gpu/gl/GrGpuGL.cpp
diff --git a/src/gpu/gl/GrGpuGL.cpp b/src/gpu/gl/GrGpuGL.cpp
index a22988b01bbb8a117ea1262099dc8a934c076b25..35bc86e9b921d10e30a367f46a89d63d3267a39c 100644
--- a/src/gpu/gl/GrGpuGL.cpp
+++ b/src/gpu/gl/GrGpuGL.cpp
@@ -558,17 +558,10 @@ bool GrGpuGL::uploadTexData(const GrSurfaceDesc& desc,
GrGLenum externalFormat = 0x0; // suprress warning
GrGLenum externalType = 0x0;// suprress warning
- // glTexStorage requires sized internal formats on both desktop and ES. ES2 requires an unsized
- // format for glTexImage, unlike ES3 and desktop. However, we allow the driver to decide the
- // size of the internal format whenever possible and so only use a sized internal format when
- // using texture storage.
- bool useSizedFormat = useTexStorage;
- // Many versions of the ES3 drivers on various platforms will not accept GL_RED in
- // glTexImage2D for the internal format but will accept GL_R8.
- if (kGLES_GrGLStandard == this->glStandard() && this->glVersion() >= GR_GL_VER(3, 0) &&
- kAlpha_8_GrPixelConfig == dataConfig) {
- useSizedFormat = true;
- }
+ // glTexStorage requires sized internal formats on both desktop and ES.
+ // ES2 requires an unsized format for glTexImage. On ES3 and desktop we default to sized.
+ bool useSizedFormat = useTexStorage || kGL_GrGLStandard == this->glStandard() ||
+ this->glVersion() >= GR_GL_VER(3, 0);
if (!this->configToGLFormats(dataConfig, useSizedFormat, &internalFormat,
&externalFormat, &externalType)) {
return false;
@@ -2170,7 +2163,8 @@ bool GrGpuGL::configToGLFormats(GrPixelConfig config,
*internalFormat = GR_GL_RGB;
*externalFormat = GR_GL_RGB;
if (getSizedInternalFormat) {
- if (this->glStandard() == kGL_GrGLStandard) {
+ if (this->glStandard() == kGL_GrGLStandard &&
bsalomon 2014/12/16 15:28:18 won't this check happen in line 2130?
+ !this->glCaps().ES2CompatibilitySupport()) {
return false;
} else {
*internalFormat = GR_GL_RGB565;
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