Remove notion of default rendertarget. This doesn't map well to usage patterns outside sample app. Make binding between SkGpuDevice and a GrRenderTarget more explicit. Create method on GrContext to wrap the current target in the 3D API with a GrRenderTarget.



git-svn-id: http://skia.googlecode.com/svn/trunk@706 2bbb7eff-a529-9590-31e7-b0007b416f81
diff --git a/gpu/src/GrContext.cpp b/gpu/src/GrContext.cpp
index 94398cf..5128602 100644
--- a/gpu/src/GrContext.cpp
+++ b/gpu/src/GrContext.cpp
@@ -30,8 +30,8 @@
 

 #if DEFER_TEXT_RENDERING

     static const uint32_t POOL_VB_SIZE = 2048 *

-            GrDrawTarget::VertexSize(
-                GrDrawTarget::kTextFormat_VertexLayoutBit |
+            GrDrawTarget::VertexSize(

+                GrDrawTarget::kTextFormat_VertexLayoutBit |

                 GrDrawTarget::StageTexCoordVertexLayoutBit(0,0));

     static const uint32_t NUM_POOL_VBS = 8;

 #else

@@ -856,10 +856,6 @@
     return fGpu->currentRenderTarget();

 }

 

-void GrContext::setDefaultRenderTargetSize(uint32_t width, uint32_t height) {

-    fGpu->setDefaultRenderTargetSize(width, height);

-}

-

 void GrContext::setSamplerState(int stage, const GrSamplerState& samplerState) {

     fGpu->setSamplerState(stage, samplerState);

 }