Closed with r1996. http://codereview.appspot.com/4833045/diff/1/gpu/src/GrGLTexture.cpp File gpu/src/GrGLTexture.cpp (right): http://codereview.appspot.com/4833045/diff/1/gpu/src/GrGLTexture.cpp#newcode57 gpu/src/GrGLTexture.cpp:57: if (NULL != rtDesc) { On ...
13 years, 4 months ago
(2011-07-29 20:48:43 UTC)
#3
Closed with r1996.
http://codereview.appspot.com/4833045/diff/1/gpu/src/GrGLTexture.cpp
File gpu/src/GrGLTexture.cpp (right):
http://codereview.appspot.com/4833045/diff/1/gpu/src/GrGLTexture.cpp#newcode57
gpu/src/GrGLTexture.cpp:57: if (NULL != rtDesc) {
On 2011/07/29 20:17:30, TomH wrote:
> This just got a lot more general?
Before we had one GrGLTexture cons. It always took a RT descriptor. We
determined whether the tex being created was also a RT by looking at one
particular value (fTexFBOID). This seemed kind of tricky.
Now we have two constructors and its the caller's responsibility to call the
correct one. If they use the one with a RT Desc we now assume they wanted to
create a tex/RT. If they use the cons that doesn't take a RT desc, then it's
just a tex.
I'll add an assert to the GrGLRenderTarget cons that it doesn't get FBO ID 0 and
a texture ID (since FBO 0 is the window system's buffer and can't also be a
texture).
Issue 4833045: cleanup GrGLTexture / GrGLRenderTarget cons. Make GrRenderTarget aware of its msaa sample count.
(Closed)
Created 13 years, 4 months ago by bsalomon
Modified 13 years, 4 months ago
Reviewers: TomH
Base URL: http://skia.googlecode.com/svn/trunk/
Comments: 3