Index: Source/core/html/canvas/WebGLDrawBuffers.cpp |
diff --git a/Source/core/html/canvas/WebGLDrawBuffers.cpp b/Source/core/html/canvas/WebGLDrawBuffers.cpp |
index a7bad1af60780c8dc123e52bd3229777771d8329..20b21feb5fe0606e6b395bf576c5b64a42bb7c1c 100644 |
--- a/Source/core/html/canvas/WebGLDrawBuffers.cpp |
+++ b/Source/core/html/canvas/WebGLDrawBuffers.cpp |
@@ -73,25 +73,25 @@ void WebGLDrawBuffers::drawBuffersWEBGL(const Vector<GC3Denum>& buffers) |
const GC3Denum* bufs = buffers.data(); |
if (!m_context->m_framebufferBinding) { |
if (n != 1) { |
- m_context->synthesizeGLError(GraphicsContext3D::INVALID_VALUE, "drawBuffersWEBGL", "more than one buffer"); |
+ m_context->synthesizeGLError(GL_INVALID_VALUE, "drawBuffersWEBGL", "more than one buffer"); |
return; |
} |
- if (bufs[0] != GraphicsContext3D::BACK && bufs[0] != GraphicsContext3D::NONE) { |
- m_context->synthesizeGLError(GraphicsContext3D::INVALID_OPERATION, "drawBuffersWEBGL", "BACK or NONE"); |
+ if (bufs[0] != GL_BACK && bufs[0] != GL_NONE) { |
+ m_context->synthesizeGLError(GL_INVALID_OPERATION, "drawBuffersWEBGL", "BACK or NONE"); |
return; |
} |
// Because the backbuffer is simulated on all current WebKit ports, we need to change BACK to COLOR_ATTACHMENT0. |
- GC3Denum value = (bufs[0] == GraphicsContext3D::BACK) ? GraphicsContext3D::COLOR_ATTACHMENT0 : GraphicsContext3D::NONE; |
+ GC3Denum value = (bufs[0] == GL_BACK) ? GL_COLOR_ATTACHMENT0 : GL_NONE; |
m_context->graphicsContext3D()->extensions()->drawBuffersEXT(1, &value); |
m_context->setBackDrawBuffer(bufs[0]); |
} else { |
if (n > m_context->maxDrawBuffers()) { |
- m_context->synthesizeGLError(GraphicsContext3D::INVALID_VALUE, "drawBuffersWEBGL", "more than max draw buffers"); |
+ m_context->synthesizeGLError(GL_INVALID_VALUE, "drawBuffersWEBGL", "more than max draw buffers"); |
return; |
} |
for (GC3Dsizei i = 0; i < n; ++i) { |
- if (bufs[i] != GraphicsContext3D::NONE && bufs[i] != static_cast<GC3Denum>(Extensions3D::COLOR_ATTACHMENT0_EXT + i)) { |
- m_context->synthesizeGLError(GraphicsContext3D::INVALID_OPERATION, "drawBuffersWEBGL", "COLOR_ATTACHMENTi_EXT or NONE"); |
+ if (bufs[i] != GL_NONE && bufs[i] != static_cast<GC3Denum>(Extensions3D::COLOR_ATTACHMENT0_EXT + i)) { |
+ m_context->synthesizeGLError(GL_INVALID_OPERATION, "drawBuffersWEBGL", "COLOR_ATTACHMENTi_EXT or NONE"); |
return; |
} |
} |
@@ -113,7 +113,7 @@ bool WebGLDrawBuffers::satisfiesWebGLRequirements(WebGLRenderingContext* webglCo |
return false; |
Platform3DObject fbo = context->createFramebuffer(); |
- context->bindFramebuffer(GraphicsContext3D::FRAMEBUFFER, fbo); |
+ context->bindFramebuffer(GL_FRAMEBUFFER, fbo); |
const unsigned char* buffer = 0; // Chromium doesn't allow init data for depth/stencil tetxures. |
bool supportsDepth = (context->extensions()->supports("GL_CHROMIUM_depth_texture") |
@@ -124,14 +124,14 @@ bool WebGLDrawBuffers::satisfiesWebGLRequirements(WebGLRenderingContext* webglCo |
Platform3DObject depthStencil = 0; |
if (supportsDepthStencil) { |
depthStencil = context->createTexture(); |
- context->bindTexture(GraphicsContext3D::TEXTURE_2D, depthStencil); |
- context->texImage2D(GraphicsContext3D::TEXTURE_2D, 0, GraphicsContext3D::DEPTH_STENCIL, 1, 1, 0, GraphicsContext3D::DEPTH_STENCIL, GraphicsContext3D::UNSIGNED_INT_24_8, buffer); |
+ context->bindTexture(GL_TEXTURE_2D, depthStencil); |
+ context->texImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_STENCIL_OES, 1, 1, 0, GL_DEPTH_STENCIL_OES, GL_UNSIGNED_INT_24_8_OES, buffer); |
} |
Platform3DObject depth = 0; |
if (supportsDepth) { |
depth = context->createTexture(); |
- context->bindTexture(GraphicsContext3D::TEXTURE_2D, depth); |
- context->texImage2D(GraphicsContext3D::TEXTURE_2D, 0, GraphicsContext3D::DEPTH_COMPONENT, 1, 1, 0, GraphicsContext3D::DEPTH_COMPONENT, GraphicsContext3D::UNSIGNED_INT, buffer); |
+ context->bindTexture(GL_TEXTURE_2D, depth); |
+ context->texImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, 1, 1, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, buffer); |
} |
Vector<Platform3DObject> colors; |
@@ -140,30 +140,30 @@ bool WebGLDrawBuffers::satisfiesWebGLRequirements(WebGLRenderingContext* webglCo |
for (GC3Dint i = 0; i < maxAllowedBuffers; ++i) { |
Platform3DObject color = context->createTexture(); |
colors.append(color); |
- context->bindTexture(GraphicsContext3D::TEXTURE_2D, color); |
- context->texImage2D(GraphicsContext3D::TEXTURE_2D, 0, GraphicsContext3D::RGBA, 1, 1, 0, GraphicsContext3D::RGBA, GraphicsContext3D::UNSIGNED_BYTE, buffer); |
- context->framebufferTexture2D(GraphicsContext3D::FRAMEBUFFER, GraphicsContext3D::COLOR_ATTACHMENT0 + i, GraphicsContext3D::TEXTURE_2D, color, 0); |
- if (context->checkFramebufferStatus(GraphicsContext3D::FRAMEBUFFER) != GraphicsContext3D::FRAMEBUFFER_COMPLETE) { |
+ context->bindTexture(GL_TEXTURE_2D, color); |
+ context->texImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, buffer); |
+ context->framebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, color, 0); |
+ if (context->checkFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) { |
ok = false; |
break; |
} |
if (supportsDepth) { |
- context->framebufferTexture2D(GraphicsContext3D::FRAMEBUFFER, GraphicsContext3D::DEPTH_ATTACHMENT, GraphicsContext3D::TEXTURE_2D, depth, 0); |
- if (context->checkFramebufferStatus(GraphicsContext3D::FRAMEBUFFER) != GraphicsContext3D::FRAMEBUFFER_COMPLETE) { |
+ context->framebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depth, 0); |
+ if (context->checkFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) { |
ok = false; |
break; |
} |
- context->framebufferTexture2D(GraphicsContext3D::FRAMEBUFFER, GraphicsContext3D::DEPTH_ATTACHMENT, GraphicsContext3D::TEXTURE_2D, 0, 0); |
+ context->framebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0); |
} |
if (supportsDepthStencil) { |
- context->framebufferTexture2D(GraphicsContext3D::FRAMEBUFFER, GraphicsContext3D::DEPTH_ATTACHMENT, GraphicsContext3D::TEXTURE_2D, depthStencil, 0); |
- context->framebufferTexture2D(GraphicsContext3D::FRAMEBUFFER, GraphicsContext3D::STENCIL_ATTACHMENT, GraphicsContext3D::TEXTURE_2D, depthStencil, 0); |
- if (context->checkFramebufferStatus(GraphicsContext3D::FRAMEBUFFER) != GraphicsContext3D::FRAMEBUFFER_COMPLETE) { |
+ context->framebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthStencil, 0); |
+ context->framebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, depthStencil, 0); |
+ if (context->checkFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) { |
ok = false; |
break; |
} |
- context->framebufferTexture2D(GraphicsContext3D::FRAMEBUFFER, GraphicsContext3D::DEPTH_ATTACHMENT, GraphicsContext3D::TEXTURE_2D, 0, 0); |
- context->framebufferTexture2D(GraphicsContext3D::FRAMEBUFFER, GraphicsContext3D::STENCIL_ATTACHMENT, GraphicsContext3D::TEXTURE_2D, 0, 0); |
+ context->framebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0); |
+ context->framebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0); |
} |
} |