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);
}