fPathRenderingSupport = GR_GL_USE_NV_PATH_RENDERING &&
ctxInfo.hasExtension("GL_NV_path_rendering");
+ SkASSERT(!fPathRenderingSupport || fFixedFunctionSupport);
fDstReadInShaderSupport = kNone_FBFetchType != fFBFetchType;
return NULL;
}
- if (!(fGlRenderContext = SkCreateWGLContext(fDeviceContext, 0, true))) {
+ // We don't want the core profile when using NV path rendering (since
+ // NV path rendering relies on fixed function calls)
+ if (!(fGlRenderContext = SkCreateWGLContext(fDeviceContext, 0,
+ !GR_GL_USE_NV_PATH_RENDERING))) {
SkDebugf("Could not create rendering context.\n");
this->destroyGLContext();
return NULL;