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);
     }
 }