Add isMultisampled() to GrRenderTarget. Cleanup MSAA vs smooth lines logic in GrGpuGL.
Skia issue: 178
Review URL: http://codereview.appspot.com/4382041/
git-svn-id: http://skia.googlecode.com/svn/trunk@1067 2bbb7eff-a529-9590-31e7-b0007b416f81
diff --git a/gpu/src/GrGLTexture.cpp b/gpu/src/GrGLTexture.cpp
index ce9345b..6a5a005 100644
--- a/gpu/src/GrGLTexture.cpp
+++ b/gpu/src/GrGLTexture.cpp
@@ -24,9 +24,11 @@
const GLRenderTargetIDs& ids,
GrGLTexID* texID,
GrGLuint stencilBits,
+ bool isMultisampled,
const GrGLIRect& viewport,
GrGLTexture* texture)
- : INHERITED(gpu, texture, viewport.fWidth, viewport.fHeight, stencilBits) {
+ : INHERITED(gpu, texture, viewport.fWidth,
+ viewport.fHeight, stencilBits, isMultisampled) {
fRTFBOID = ids.fRTFBOID;
fTexFBOID = ids.fTexFBOID;
fStencilRenderbufferID = ids.fStencilRenderbufferID;
@@ -96,7 +98,6 @@
}
};
-
GrGLTexture::GrGLTexture(GrGpuGL* gpu,
const GLTextureDesc& textureDesc,
const GLRenderTargetIDs& rtIDs,
@@ -131,6 +132,7 @@
fRenderTarget = new GrGLRenderTarget(gpu, rtIDs, fTexIDObj,
textureDesc.fStencilBits,
+ rtIDs.fRTFBOID != rtIDs.fTexFBOID,
vp, this);
}
}