Remove old GR_* macros for GL extensions in favor of GrGLDefines.h

Review URL: http://codereview.appspot.com/4275061/




git-svn-id: http://skia.googlecode.com/svn/trunk@972 2bbb7eff-a529-9590-31e7-b0007b416f81
This commit is contained in:
bsalomon@google.com 2011-03-21 21:10:33 +00:00
Родитель 160f2c0e17
Коммит c312bf9935
8 изменённых файлов: 87 добавлений и 108 удалений

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@ -99,50 +99,12 @@
// Windows where we match GDI's order).
#ifndef GR_GL_32BPP_COLOR_FORMAT
#if GR_WIN32_BUILD
#define GR_GL_32BPP_COLOR_FORMAT GR_BGRA //use GR prefix because this
#else //may be an extension.
#define GR_GL_32BPP_COLOR_FORMAT GR_GL_BGRA
#else
#define GR_GL_32BPP_COLOR_FORMAT GR_GL_RGBA
#endif
#endif
// BGRA format
#define GR_BGRA 0x80E1
// FBO / stencil formats
#define GR_FRAMEBUFFER 0x8D40
#define GR_FRAMEBUFFER_COMPLETE 0x8CD5
#define GR_COLOR_ATTACHMENT0 0x8CE0
#define GR_FRAMEBUFFER_BINDING 0x8CA6
#define GR_RENDERBUFFER 0x8D41
#define GR_STENCIL_ATTACHMENT 0x8D20
#define GR_STENCIL_INDEX4 0x8D47
#define GR_STENCIL_INDEX8 0x8D48
#define GR_STENCIL_INDEX16 0x8D49
#define GR_DEPTH24_STENCIL8 0x88F0
#define GR_MAX_RENDERBUFFER_SIZE 0x84E8
#define GR_DEPTH_STENCIL_ATTACHMENT 0x821A
#define GR_DEPTH_STENCIL 0x84F9
#define GR_RGBA8 0x8058
#define GR_RGB565 0x8D62
// Multisampling
// IMG MAX_SAMPLES uses a different value than desktop, Apple ES extension.
#define GR_MAX_SAMPLES 0x8D57
#define GR_MAX_SAMPLES_IMG 0x9135
#define GR_READ_FRAMEBUFFER 0x8CA8
#define GR_DRAW_FRAMEBUFFER 0x8CA9
// Buffer mapping
#define GR_WRITE_ONLY 0x88B9
#define GR_BUFFER_MAPPED 0x88BC
// Palette texture
#define GR_PALETTE8_RGBA8 0x8B91
////////////////////////////////////////////////////////////////////////////////
extern void GrGLCheckErr(const char* location, const char* call);

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@ -286,8 +286,10 @@
#define GR_GL_ALPHA 0x1906
#define GR_GL_RGB 0x1907
#define GR_GL_RGBA 0x1908
#define GR_GL_BGRA 0x80E1
#define GR_GL_LUMINANCE 0x1909
#define GR_GL_LUMINANCE_ALPHA 0x190A
#define GR_GL_PALETTE8_RGBA8 0x8B96
/* PixelType */
/* GL_UNSIGNED_BYTE */
@ -559,6 +561,9 @@
#define GR_GL_T2F_C4F_N3F_V3F 0x2A2C
#define GR_GL_T4F_C4F_N3F_V4F 0x2A2D
/* Vertex Buffer Object */
#define GR_GL_WRITE_ONLY 0x88B9
#define GR_GL_BUFFER_MAPPED 0x88BC
/* Read Format */
#define GR_GL_IMPLEMENTATION_COLOR_READ_TYPE 0x8B9A
#define GR_GL_IMPLEMENTATION_COLOR_READ_FORMAT 0x8B9B
@ -583,14 +588,25 @@
/* Framebuffer Object. */
#define GR_GL_FRAMEBUFFER 0x8D40
#define GR_GL_READ_FRAMEBUFFER 0x8CA8
#define GR_GL_DRAW_FRAMEBUFFER 0x8CA9
#define GR_GL_RENDERBUFFER 0x8D41
#define GR_GL_RGBA4 0x8056
#define GR_GL_RGB5_A1 0x8057
#define GR_GL_RGB565 0x8D62
#define GR_GL_RGBA8 0x8058
#define GR_GL_DEPTH_COMPONENT16 0x81A5
#define GR_GL_STENCIL_INDEX 0x1901
#define GR_GL_STENCIL_INDEX4 0x8D47
#define GR_GL_STENCIL_INDEX8 0x8D48
#define GR_GL_STENCIL_INDEX16 0x8D49
#define GR_GL_DEPTH_STENCIL 0x84F9
#define GR_GL_DEPTH24_STENCIL8 0x88F0
#define GR_GL_MAX_SAMPLES 0x8D57
#define GR_GL_MAX_SAMPLES_IMG 0x9135 // to be removed soon.
#define GR_GL_RENDERBUFFER_WIDTH 0x8D42
#define GR_GL_RENDERBUFFER_HEIGHT 0x8D43
@ -610,6 +626,7 @@
#define GR_GL_COLOR_ATTACHMENT0 0x8CE0
#define GR_GL_DEPTH_ATTACHMENT 0x8D00
#define GR_GL_STENCIL_ATTACHMENT 0x8D20
#define GR_GL_DEPTH_STENCIL_ATTACHMENT 0x821A
#define GR_GL_NONE 0

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@ -57,7 +57,7 @@ void* GrGLIndexBuffer::lock() {
// Let driver know it can discard the old data
GR_GL(BufferData(GR_GL_ELEMENT_ARRAY_BUFFER, size(), NULL,
dynamic() ? GR_GL_DYNAMIC_DRAW : GR_GL_STATIC_DRAW));
fLockPtr = GR_GL(MapBuffer(GR_GL_ELEMENT_ARRAY_BUFFER, GR_WRITE_ONLY));
fLockPtr = GR_GL(MapBuffer(GR_GL_ELEMENT_ARRAY_BUFFER, GR_GL_WRITE_ONLY));
return fLockPtr;
}
@ -85,7 +85,7 @@ bool GrGLIndexBuffer::isLocked() const {
bind();
GrGLint mapped;
GR_GL(GetBufferParameteriv(GR_GL_ELEMENT_ARRAY_BUFFER,
GR_BUFFER_MAPPED, &mapped));
GR_GL_BUFFER_MAPPED, &mapped));
GrAssert(!!mapped == !!fLockPtr);
}
#endif

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@ -163,7 +163,7 @@ void GrGLTexture::uploadTextureData(uint32_t x,
// glCompressedTexSubImage2D doesn't support any formats
// (at least without extensions)
GrAssert(fUploadFormat != GR_PALETTE8_RGBA8);
GrAssert(fUploadFormat != GR_GL_PALETTE8_RGBA8);
// If we need to update textures that are created upside down
// then we have to modify this code to flip the srcData

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@ -57,7 +57,7 @@ void* GrGLVertexBuffer::lock() {
// Let driver know it can discard the old data
GR_GL(BufferData(GR_GL_ARRAY_BUFFER, size(), NULL,
dynamic() ? GR_GL_DYNAMIC_DRAW : GR_GL_STATIC_DRAW));
fLockPtr = GR_GL(MapBuffer(GR_GL_ARRAY_BUFFER, GR_WRITE_ONLY));
fLockPtr = GR_GL(MapBuffer(GR_GL_ARRAY_BUFFER, GR_GL_WRITE_ONLY));
return fLockPtr;
}
return NULL;
@ -83,7 +83,7 @@ bool GrGLVertexBuffer::isLocked() const {
if (fGL->supportsBufferLocking()) {
GrGLint mapped;
bind();
GR_GL(GetBufferParameteriv(GR_GL_ARRAY_BUFFER, GR_BUFFER_MAPPED, &mapped));
GR_GL(GetBufferParameteriv(GR_GL_ARRAY_BUFFER, GR_GL_BUFFER_MAPPED, &mapped));
GrAssert(!!mapped == !!fLockPtr);
}
#endif

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@ -142,13 +142,13 @@ static bool fbo_test(int w, int h) {
GrGLint savedFBO;
GrGLint savedTexUnit;
GR_GL_GetIntegerv(GR_GL_ACTIVE_TEXTURE, &savedTexUnit);
GR_GL_GetIntegerv(GR_FRAMEBUFFER_BINDING, &savedFBO);
GR_GL_GetIntegerv(GR_GL_FRAMEBUFFER_BINDING, &savedFBO);
GR_GL(ActiveTexture(GR_GL_TEXTURE0 + SPARE_TEX_UNIT));
GrGLuint testFBO;
GR_GL(GenFramebuffers(1, &testFBO));
GR_GL(BindFramebuffer(GR_FRAMEBUFFER, testFBO));
GR_GL(BindFramebuffer(GR_GL_FRAMEBUFFER, testFBO));
GrGLuint testRTTex;
GR_GL(GenTextures(1, &testRTTex));
GR_GL(BindTexture(GR_GL_TEXTURE_2D, testRTTex));
@ -158,16 +158,16 @@ static bool fbo_test(int w, int h) {
GR_GL(TexImage2D(GR_GL_TEXTURE_2D, 0, GR_GL_RGBA, w, h,
0, GR_GL_RGBA, GR_GL_UNSIGNED_BYTE, NULL));
GR_GL(BindTexture(GR_GL_TEXTURE_2D, 0));
GR_GL(FramebufferTexture2D(GR_FRAMEBUFFER, GR_COLOR_ATTACHMENT0,
GR_GL(FramebufferTexture2D(GR_GL_FRAMEBUFFER, GR_GL_COLOR_ATTACHMENT0,
GR_GL_TEXTURE_2D, testRTTex, 0));
GrGLenum status = GR_GL(CheckFramebufferStatus(GR_FRAMEBUFFER));
GrGLenum status = GR_GL(CheckFramebufferStatus(GR_GL_FRAMEBUFFER));
GR_GL(DeleteFramebuffers(1, &testFBO));
GR_GL(DeleteTextures(1, &testRTTex));
GR_GL(ActiveTexture(savedTexUnit));
GR_GL(BindFramebuffer(GR_FRAMEBUFFER, savedFBO));
GR_GL(BindFramebuffer(GR_GL_FRAMEBUFFER, savedFBO));
return status == GR_FRAMEBUFFER_COMPLETE;
return status == GR_GL_FRAMEBUFFER_COMPLETE;
}
GrGpuGL::GrGpuGL() {
@ -213,7 +213,7 @@ GrGpuGL::GrGpuGL() {
GrAutoSTMalloc<10, GrGLint> formats(numFormats);
GR_GL_GetIntegerv(GR_GL_COMPRESSED_TEXTURE_FORMATS, formats);
for (int i = 0; i < numFormats; ++i) {
if (formats[i] == GR_PALETTE8_RGBA8) {
if (formats[i] == GR_GL_PALETTE8_RGBA8) {
f8bitPaletteSupport = true;
break;
}
@ -261,8 +261,8 @@ GrGpuGL::GrGpuGL() {
if (kNone_MSFBO != fMSFBOType) {
GrGLint maxSamples;
GrGLenum maxSampleGetter = (kIMG_MSFBO == fMSFBOType) ?
GR_MAX_SAMPLES_IMG :
GR_MAX_SAMPLES;
GR_GL_MAX_SAMPLES_IMG :
GR_GL_MAX_SAMPLES;
GR_GL_GetIntegerv(maxSampleGetter, &maxSamples);
if (maxSamples > 1 ) {
fAASamples[kNone_AALevel] = 0;
@ -323,7 +323,7 @@ GrGpuGL::GrGpuGL() {
if (GR_GL_SUPPORT_ES) {
if (GR_GL_32BPP_COLOR_FORMAT == GR_BGRA) {
if (GR_GL_32BPP_COLOR_FORMAT == GR_GL_BGRA) {
GrAssert(has_gl_extension("GL_EXT_texture_format_BGRA8888"));
}
}
@ -410,7 +410,7 @@ GrGpuGL::GrGpuGL() {
*/
fMinRenderTargetHeight = GR_INVAL_GLINT;
GrGLint maxRenderSize;
GR_GL_GetIntegerv(GR_MAX_RENDERBUFFER_SIZE, &maxRenderSize);
GR_GL_GetIntegerv(GR_GL_MAX_RENDERBUFFER_SIZE, &maxRenderSize);
if (gPrintStartupSpew) {
GrPrintf("Small height FBO texture experiments\n");
@ -556,7 +556,7 @@ GrRenderTarget* GrGpuGL::createRenderTargetFrom3DApiStateHelper() {
GrGLRenderTarget::GLRenderTargetIDs rtIDs;
GR_GL_GetIntegerv(GR_FRAMEBUFFER_BINDING, (GrGLint*)&rtIDs.fRTFBOID);
GR_GL_GetIntegerv(GR_GL_FRAMEBUFFER_BINDING, (GrGLint*)&rtIDs.fRTFBOID);
rtIDs.fTexFBOID = rtIDs.fRTFBOID;
rtIDs.fMSColorRenderbufferID = 0;
rtIDs.fStencilRenderbufferID = 0;
@ -583,19 +583,19 @@ struct StencilFormat {
const StencilFormat* GrGLStencilFormats() {
// defines stencil formats from more to less preferred
static const StencilFormat desktopStencilFormats[] = {
{GR_STENCIL_INDEX8, 8},
{GR_STENCIL_INDEX16, 16},
{GR_DEPTH24_STENCIL8, 8},
{GR_STENCIL_INDEX4, 4},
{GR_GL_STENCIL_INDEX8, 8},
{GR_GL_STENCIL_INDEX16, 16},
{GR_GL_DEPTH24_STENCIL8, 8},
{GR_GL_STENCIL_INDEX4, 4},
{GR_GL_STENCIL_INDEX, UNKNOWN_BITS},
{GR_DEPTH_STENCIL, UNKNOWN_BITS},
{GR_GL_DEPTH_STENCIL, UNKNOWN_BITS},
{0, 0}
};
static const StencilFormat esStencilFormats[] = {
{GR_STENCIL_INDEX8, 8},
{GR_DEPTH24_STENCIL8, 8},
{GR_STENCIL_INDEX4, 4},
{GR_GL_STENCIL_INDEX8, 8},
{GR_GL_DEPTH24_STENCIL8, 8},
{GR_GL_STENCIL_INDEX4, 4},
{0, 0}
};
@ -864,17 +864,17 @@ GrTexture* GrGpuGL::createTextureHelper(const TextureDesc& desc,
const StencilFormat* stencilFormats = GrGLStencilFormats();
for (int i = 0; 0 != stencilFormats[i].fEnum; ++i) {
if (rtIDs.fStencilRenderbufferID) {
GR_GL(BindRenderbuffer(GR_RENDERBUFFER,
GR_GL(BindRenderbuffer(GR_GL_RENDERBUFFER,
rtIDs.fStencilRenderbufferID));
if (samples > 1) {
GR_GL_NO_ERR(RenderbufferStorageMultisample(
GR_RENDERBUFFER,
GR_GL_RENDERBUFFER,
samples,
stencilFormats[i].fEnum,
glDesc.fAllocWidth,
glDesc.fAllocHeight));
} else {
GR_GL_NO_ERR(RenderbufferStorage(GR_RENDERBUFFER,
GR_GL_NO_ERR(RenderbufferStorage(GR_GL_RENDERBUFFER,
stencilFormats[i].fEnum,
glDesc.fAllocWidth,
glDesc.fAllocHeight));
@ -886,10 +886,10 @@ GrTexture* GrGpuGL::createTextureHelper(const TextureDesc& desc,
}
if (rtIDs.fRTFBOID != rtIDs.fTexFBOID) {
GrAssert(samples > 1);
GR_GL(BindRenderbuffer(GR_RENDERBUFFER,
GR_GL(BindRenderbuffer(GR_GL_RENDERBUFFER,
rtIDs.fMSColorRenderbufferID));
GR_GL_NO_ERR(RenderbufferStorageMultisample(
GR_RENDERBUFFER,
GR_GL_RENDERBUFFER,
samples,
msColorRenderbufferFormat,
glDesc.fAllocWidth,
@ -899,76 +899,76 @@ GrTexture* GrGpuGL::createTextureHelper(const TextureDesc& desc,
continue;
}
}
GR_GL(BindFramebuffer(GR_FRAMEBUFFER, rtIDs.fTexFBOID));
GR_GL(BindFramebuffer(GR_GL_FRAMEBUFFER, rtIDs.fTexFBOID));
#if GR_COLLECT_STATS
++fStats.fRenderTargetChngCnt;
#endif
if (kIMG_MSFBO == fMSFBOType && samples > 1) {
GR_GL(FramebufferTexture2DMultisample(GR_FRAMEBUFFER,
GR_COLOR_ATTACHMENT0,
GR_GL(FramebufferTexture2DMultisample(GR_GL_FRAMEBUFFER,
GR_GL_COLOR_ATTACHMENT0,
GR_GL_TEXTURE_2D,
glDesc.fTextureID,
0,
samples));
} else {
GR_GL(FramebufferTexture2D(GR_FRAMEBUFFER,
GR_COLOR_ATTACHMENT0,
GR_GL(FramebufferTexture2D(GR_GL_FRAMEBUFFER,
GR_GL_COLOR_ATTACHMENT0,
GR_GL_TEXTURE_2D,
glDesc.fTextureID, 0));
}
if (rtIDs.fRTFBOID != rtIDs.fTexFBOID) {
GrGLenum status = GR_GL(CheckFramebufferStatus(GR_FRAMEBUFFER));
if (status != GR_FRAMEBUFFER_COMPLETE) {
GrGLenum status = GR_GL(CheckFramebufferStatus(GR_GL_FRAMEBUFFER));
if (status != GR_GL_FRAMEBUFFER_COMPLETE) {
GrPrintf("-- glCheckFramebufferStatus %x %d %d\n",
status, desc.fWidth, desc.fHeight);
continue;
}
GR_GL(BindFramebuffer(GR_FRAMEBUFFER, rtIDs.fRTFBOID));
GR_GL(BindFramebuffer(GR_GL_FRAMEBUFFER, rtIDs.fRTFBOID));
#if GR_COLLECT_STATS
++fStats.fRenderTargetChngCnt;
#endif
GR_GL(FramebufferRenderbuffer(GR_FRAMEBUFFER,
GR_COLOR_ATTACHMENT0,
GR_RENDERBUFFER,
GR_GL(FramebufferRenderbuffer(GR_GL_FRAMEBUFFER,
GR_GL_COLOR_ATTACHMENT0,
GR_GL_RENDERBUFFER,
rtIDs.fMSColorRenderbufferID));
}
if (rtIDs.fStencilRenderbufferID) {
// bind the stencil to rt fbo if present, othewise the tex fbo
GR_GL(FramebufferRenderbuffer(GR_FRAMEBUFFER,
GR_STENCIL_ATTACHMENT,
GR_RENDERBUFFER,
GR_GL(FramebufferRenderbuffer(GR_GL_FRAMEBUFFER,
GR_GL_STENCIL_ATTACHMENT,
GR_GL_RENDERBUFFER,
rtIDs.fStencilRenderbufferID));
}
status = GR_GL(CheckFramebufferStatus(GR_FRAMEBUFFER));
status = GR_GL(CheckFramebufferStatus(GR_GL_FRAMEBUFFER));
if (GR_GL_SUPPORT_DESKTOP) {
// On some implementations you have to be bound as DEPTH_STENCIL.
// (Even binding to DEPTH and STENCIL separately with the same
// buffer doesn't work.)
if (rtIDs.fStencilRenderbufferID &&
status != GR_FRAMEBUFFER_COMPLETE) {
GR_GL(FramebufferRenderbuffer(GR_FRAMEBUFFER,
GR_STENCIL_ATTACHMENT,
GR_RENDERBUFFER,
status != GR_GL_FRAMEBUFFER_COMPLETE) {
GR_GL(FramebufferRenderbuffer(GR_GL_FRAMEBUFFER,
GR_GL_STENCIL_ATTACHMENT,
GR_GL_RENDERBUFFER,
0));
GR_GL(FramebufferRenderbuffer(GR_FRAMEBUFFER,
GR_DEPTH_STENCIL_ATTACHMENT,
GR_RENDERBUFFER,
GR_GL(FramebufferRenderbuffer(GR_GL_FRAMEBUFFER,
GR_GL_DEPTH_STENCIL_ATTACHMENT,
GR_GL_RENDERBUFFER,
rtIDs.fStencilRenderbufferID));
status = GR_GL(CheckFramebufferStatus(GR_FRAMEBUFFER));
status = GR_GL(CheckFramebufferStatus(GR_GL_FRAMEBUFFER));
}
}
if (status != GR_FRAMEBUFFER_COMPLETE) {
if (status != GR_GL_FRAMEBUFFER_COMPLETE) {
GrPrintf("-- glCheckFramebufferStatus %x %d %d\n",
status, desc.fWidth, desc.fHeight);
if (GR_GL_SUPPORT_DESKTOP) {
if (rtIDs.fStencilRenderbufferID) {
GR_GL(FramebufferRenderbuffer(GR_FRAMEBUFFER,
GR_DEPTH_STENCIL_ATTACHMENT,
GR_RENDERBUFFER,
GR_GL(FramebufferRenderbuffer(GR_GL_FRAMEBUFFER,
GR_GL_DEPTH_STENCIL_ATTACHMENT,
GR_GL_RENDERBUFFER,
0));
}
}
@ -1212,14 +1212,14 @@ void GrGpuGL::flushRenderTarget() {
if (fHWDrawState.fRenderTarget != fCurrDrawState.fRenderTarget) {
GrGLRenderTarget* rt = (GrGLRenderTarget*)fCurrDrawState.fRenderTarget;
GR_GL(BindFramebuffer(GR_FRAMEBUFFER, rt->renderFBOID()));
GR_GL(BindFramebuffer(GR_GL_FRAMEBUFFER, rt->renderFBOID()));
#if GR_COLLECT_STATS
++fStats.fRenderTargetChngCnt;
#endif
rt->setDirty(true);
#if GR_DEBUG
GrGLenum status = GR_GL(CheckFramebufferStatus(GR_FRAMEBUFFER));
if (status != GR_FRAMEBUFFER_COMPLETE) {
GrGLenum status = GR_GL(CheckFramebufferStatus(GR_GL_FRAMEBUFFER));
if (status != GR_GL_FRAMEBUFFER_COMPLETE) {
GrPrintf("-- glCheckFramebufferStatus %x\n", status);
}
#endif
@ -1330,9 +1330,9 @@ void GrGpuGL::resolveTextureRenderTarget(GrGLTexture* texture) {
if (NULL != rt && rt->needsResolve()) {
GrAssert(kNone_MSFBO != fMSFBOType);
GrAssert(rt->textureFBOID() != rt->renderFBOID());
GR_GL(BindFramebuffer(GR_READ_FRAMEBUFFER,
GR_GL(BindFramebuffer(GR_GL_READ_FRAMEBUFFER,
rt->renderFBOID()));
GR_GL(BindFramebuffer(GR_DRAW_FRAMEBUFFER,
GR_GL(BindFramebuffer(GR_GL_DRAW_FRAMEBUFFER,
rt->textureFBOID()));
#if GR_COLLECT_STATS
++fStats.fRenderTargetChngCnt;
@ -1799,8 +1799,8 @@ bool GrGpuGL::canBeTexture(GrTexture::PixelConfig config,
break;
case GrTexture::kIndex_8_PixelConfig:
if (this->supports8BitPalette()) {
*format = GR_PALETTE8_RGBA8;
*internalFormat = GR_PALETTE8_RGBA8;
*format = GR_GL_PALETTE8_RGBA8;
*internalFormat = GR_GL_PALETTE8_RGBA8;
*type = GR_GL_UNSIGNED_BYTE; // unused I think
} else {
return false;
@ -1843,7 +1843,7 @@ bool GrGpuGL::fboInternalFormat(GrTexture::PixelConfig config, GrGLenum* format)
case GrTexture::kRGBA_8888_PixelConfig:
case GrTexture::kRGBX_8888_PixelConfig:
if (fRGBA8Renderbuffer) {
*format = GR_RGBA8;
*format = GR_GL_RGBA8;
return true;
} else {
return false;
@ -1852,7 +1852,7 @@ bool GrGpuGL::fboInternalFormat(GrTexture::PixelConfig config, GrGLenum* format)
GrAssert(GR_GL_SUPPORT_ES); // ES2 supports 565. ES1 supports it
// with FBO extension desktop GL has
// no such internal format
*format = GR_RGB565;
*format = GR_GL_RGB565;
return true;
case GrTexture::kRGBA_4444_PixelConfig:
*format = GR_GL_RGBA4;

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@ -104,6 +104,7 @@
<ClInclude Include="..\..\gpu\include\GrFontScaler.h" />
<ClInclude Include="..\..\gpu\include\GrGeometryBuffer.h" />
<ClInclude Include="..\..\gpu\include\GrGLConfig.h" />
<ClInclude Include="..\..\gpu\include\GrGLDefines.h" />
<ClInclude Include="..\..\gpu\include\GrGLIndexBuffer.h" />
<ClInclude Include="..\..\gpu\include\GrGLInterface.h" />
<ClInclude Include="..\..\gpu\include\GrGLIRect.h" />
@ -207,7 +208,6 @@
<ClInclude Include="..\..\src\effects\SkRadialGradient_Table.h" />
<ClInclude Include="..\..\src\views\SkTagList.h" />
<ClInclude Include="..\..\src\views\SkViewPriv.h" />
<ClInclude Include="GrGLDefines.h" />
<ClInclude Include="Resource.h" />
<ClInclude Include="SampleApp.h" />
<ClInclude Include="stdafx.h" />

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@ -725,7 +725,7 @@
<ClInclude Include="..\..\gpu\include\GrGLPlatformIncludes.h">
<Filter>Gr\include</Filter>
</ClInclude>
<ClInclude Include="GrGLDefines.h">
<ClInclude Include="..\..\gpu\include\GrGLDefines.h">
<Filter>Gr\include</Filter>
</ClInclude>
</ItemGroup>