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-rw-r--r--include/gpu/gl/GrGLDefines.h4
-rw-r--r--include/gpu/gl/GrGLInterface.h2
2 files changed, 6 insertions, 0 deletions
diff --git a/include/gpu/gl/GrGLDefines.h b/include/gpu/gl/GrGLDefines.h
index 22685105ba..0e03b556f1 100644
--- a/include/gpu/gl/GrGLDefines.h
+++ b/include/gpu/gl/GrGLDefines.h
@@ -194,6 +194,10 @@
#define GR_GL_SAMPLES 0x80A9
#define GR_GL_SAMPLE_COVERAGE_VALUE 0x80AA
#define GR_GL_SAMPLE_COVERAGE_INVERT 0x80AB
+#define GR_GL_RENDERBUFFER_COVERAGE_SAMPLES 0x8CAB
+#define GR_GL_RENDERBUFFER_COLOR_SAMPLES 0x8E10
+#define GR_GL_MAX_MULTISAMPLE_COVERAGE_MODES 0x8E11
+#define GR_GL_MULTISAMPLE_COVERAGE_MODES 0x8E12
/* GetTextureParameter */
/* GL_TEXTURE_MAG_FILTER */
diff --git a/include/gpu/gl/GrGLInterface.h b/include/gpu/gl/GrGLInterface.h
index a16b9b1d08..876c072f94 100644
--- a/include/gpu/gl/GrGLInterface.h
+++ b/include/gpu/gl/GrGLInterface.h
@@ -223,6 +223,7 @@ extern "C" {
typedef GrGLvoid (GR_GL_FUNCTION_TYPE *GrGLReadPixelsProc)(GrGLint x, GrGLint y, GrGLsizei width, GrGLsizei height, GrGLenum format, GrGLenum type, GrGLvoid* pixels);
typedef GrGLvoid (GR_GL_FUNCTION_TYPE *GrGLRenderbufferStorageProc)(GrGLenum target, GrGLenum internalformat, GrGLsizei width, GrGLsizei height);
typedef GrGLvoid (GR_GL_FUNCTION_TYPE *GrGLRenderbufferStorageMultisampleProc)(GrGLenum target, GrGLsizei samples, GrGLenum internalformat, GrGLsizei width, GrGLsizei height);
+ typedef GrGLvoid (GR_GL_FUNCTION_TYPE *GrGLRenderbufferStorageMultisampleCoverageProc)(GrGLenum target, GrGLsizei coverageSamples, GrGLsizei colorSamples, GrGLenum internalformat, GrGLsizei width, GrGLsizei height);
typedef GrGLvoid (GR_GL_FUNCTION_TYPE *GrGLResolveMultisampleFramebufferProc)();
typedef GrGLvoid (GR_GL_FUNCTION_TYPE *GrGLScissorProc)(GrGLint x, GrGLint y, GrGLsizei width, GrGLsizei height);
typedef GrGLvoid (GR_GL_FUNCTION_TYPE *GrGLShaderSourceProc)(GrGLuint shader, GrGLsizei count, const char** str, const GrGLint* length);
@@ -384,6 +385,7 @@ public:
GLPtr<GrGLReadPixelsProc> fReadPixels;
GLPtr<GrGLRenderbufferStorageProc> fRenderbufferStorage;
GLPtr<GrGLRenderbufferStorageMultisampleProc> fRenderbufferStorageMultisample;
+ GLPtr<GrGLRenderbufferStorageMultisampleCoverageProc> fRenderbufferStorageMultisampleCoverage;
GLPtr<GrGLResolveMultisampleFramebufferProc> fResolveMultisampleFramebuffer;
GLPtr<GrGLScissorProc> fScissor;
GLPtr<GrGLShaderSourceProc> fShaderSource;