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-rw-r--r--src/gpu/gl/GrGLGpu.cpp9
1 files changed, 8 insertions, 1 deletions
diff --git a/src/gpu/gl/GrGLGpu.cpp b/src/gpu/gl/GrGLGpu.cpp
index af44af4338..58051f8225 100644
--- a/src/gpu/gl/GrGLGpu.cpp
+++ b/src/gpu/gl/GrGLGpu.cpp
@@ -47,6 +47,8 @@
#define CHECK_ALLOC_ERROR(iface) GR_GL_NO_ERROR
#endif
+//#define USE_NSIGHT
+
///////////////////////////////////////////////////////////////////////////////
using gr_instanced::InstancedRendering;
@@ -494,8 +496,8 @@ void GrGLGpu::onResetContext(uint32_t resetBits) {
fHWBufferState[kXferGpuToCpu_GrBufferType].invalidate();
fHWDrawFace = GrDrawFace::kInvalid;
-
if (kGL_GrGLStandard == this->glStandard()) {
+#ifndef USE_NSIGHT
// Desktop-only state that we never change
if (!this->glCaps().isCoreProfile()) {
GL_CALL(Disable(GR_GL_POINT_SMOOTH));
@@ -512,6 +514,7 @@ void GrGLGpu::onResetContext(uint32_t resetBits) {
GL_CALL(Disable(GR_GL_COLOR_TABLE));
}
GL_CALL(Disable(GR_GL_POLYGON_OFFSET_FILL));
+#endif
// Since ES doesn't support glPointSize at all we always use the VS to
// set the point size
GL_CALL(Enable(GR_GL_VERTEX_PROGRAM_POINT_SIZE));
@@ -1977,6 +1980,7 @@ void GrGLGpu::flushScissor(const GrScissorState& scissorState,
void GrGLGpu::flushWindowRectangles(const GrWindowRectsState& windowState,
const GrGLRenderTarget* rt) {
+#ifndef USE_NSIGHT
typedef GrWindowRectsState::Mode Mode;
SkASSERT(!windowState.enabled() || rt->renderFBOID()); // Window rects can't be used on-screen.
SkASSERT(windowState.numWindows() <= this->caps()->maxWindowRectangles());
@@ -2003,14 +2007,17 @@ void GrGLGpu::flushWindowRectangles(const GrWindowRectsState& windowState,
GL_CALL(WindowRectangles(glmode, numWindows, glwindows->asInts()));
fHWWindowRectsState.set(rt->origin(), rt->getViewport(), windowState);
+#endif
}
void GrGLGpu::disableWindowRectangles() {
+#ifndef USE_NSIGHT
if (!this->caps()->maxWindowRectangles() || fHWWindowRectsState.knownDisabled()) {
return;
}
GL_CALL(WindowRectangles(GR_GL_EXCLUSIVE, 0, nullptr));
fHWWindowRectsState.setDisabled();
+#endif
}
void GrGLGpu::flushMinSampleShading(float minSampleShading) {