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authorandroid-build-team Robot <android-build-team-robot@google.com>2020-07-23 23:04:32 +0000
committerandroid-build-team Robot <android-build-team-robot@google.com>2020-07-23 23:04:32 +0000
commitbfe565db8273c20dea06ce7be1a8e994560d7f47 (patch)
treef9435bcfb1061d8007a803d8a017cacc05a2b152
parent87b5d7f42b657d8e05d5f7aaa60f1594f23c153d (diff)
parentd9c10cff782e61067fcb242e7372a6db388cf71e (diff)
downloadskia-bfe565db8273c20dea06ce7be1a8e994560d7f47.tar.gz
Change-Id: Ib15f5ad051662581ac49d8d38fe4cffa68c5d6f0
-rw-r--r--src/gpu/GrCaps.h5
1 files changed, 5 insertions, 0 deletions
diff --git a/src/gpu/GrCaps.h b/src/gpu/GrCaps.h
index d98890df17..9d7a0c13a3 100644
--- a/src/gpu/GrCaps.h
+++ b/src/gpu/GrCaps.h
@@ -74,9 +74,14 @@ public:
// Should we discard stencil values after a render pass? (Tilers get better performance if we
// always load stencil buffers with a "clear" op, and then discard the content when finished.)
bool discardStencilValuesAfterRenderPass() const {
+#if defined(SK_BUILD_FOR_ANDROID)
+ // b/160958008
+ return false;
+#else
// This method is actually just a duplicate of preferFullscreenClears(), with a descriptive
// name for the sake of readability.
return this->preferFullscreenClears();
+#endif
}
bool preferVRAMUseOverFlushes() const { return fPreferVRAMUseOverFlushes; }