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authorandroid-build-team Robot <android-build-team-robot@google.com>2020-09-15 23:55:45 +0000
committerandroid-build-team Robot <android-build-team-robot@google.com>2020-09-15 23:55:45 +0000
commit18022ef94bcab048475a1a657b487d77bf419e79 (patch)
treef9435bcfb1061d8007a803d8a017cacc05a2b152
parent60f436b6dae8fea1ed4472ca13d216397cc12671 (diff)
parentc86c667ff32290d3aa7fb21a2a2dd0755b84db50 (diff)
downloadskia-android-mainline-11.0.0_r8.tar.gz
Change-Id: I693c319a0803f8db8aaea4bc7f1fa9b6908b5625
-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; }