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authorGravatar jvanverth <jvanverth@google.com>2014-12-16 09:49:38 -0800
committerGravatar Commit bot <commit-bot@chromium.org>2014-12-16 09:49:39 -0800
commit3f801cbb67895fa9fa29498aa017a7666960a627 (patch)
tree40b78acb3e6e8c3ba2bfba1f870dc6ea7dd9552c /src/gpu/gl/GrGLCaps.h
parented31343805e8cc416ff6b2de28aefffa59c975ed (diff)
Change desktop and ES 3.0 to always use sized internal texture formats.
Diffstat (limited to 'src/gpu/gl/GrGLCaps.h')
-rw-r--r--src/gpu/gl/GrGLCaps.h4
1 files changed, 4 insertions, 0 deletions
diff --git a/src/gpu/gl/GrGLCaps.h b/src/gpu/gl/GrGLCaps.h
index 19e9b878de..0018263b02 100644
--- a/src/gpu/gl/GrGLCaps.h
+++ b/src/gpu/gl/GrGLCaps.h
@@ -245,6 +245,9 @@ public:
/// Is there support for Vertex Array Objects?
bool vertexArrayObjectSupport() const { return fVertexArrayObjectSupport; }
+ /// Is there support for ES2 compatability?
+ bool ES2CompatibilitySupport() const { return fES2CompatibilitySupport; }
+
/// Use indices or vertices in CPU arrays rather than VBOs for dynamic content.
bool useNonVBOVertexAndIndexDynamicData() const {
return fUseNonVBOVertexAndIndexDynamicData;
@@ -364,6 +367,7 @@ private:
bool fTwoFormatLimit : 1;
bool fFragCoordsConventionSupport : 1;
bool fVertexArrayObjectSupport : 1;
+ bool fES2CompatibilitySupport : 1;
bool fUseNonVBOVertexAndIndexDynamicData : 1;
bool fIsCoreProfile : 1;
bool fFullClearIsFree : 1;