Index: third_party/WebKit/Source/modules/webgl/WebGLRenderingContextBase.cpp |
diff --git a/third_party/WebKit/Source/modules/webgl/WebGLRenderingContextBase.cpp b/third_party/WebKit/Source/modules/webgl/WebGLRenderingContextBase.cpp |
index 33cce6b0aec3bf0ce5f711a30d53b3592f3aa381..23300c34ea66664651918c2c6ae4ed1fa6a87ae4 100644 |
--- a/third_party/WebKit/Source/modules/webgl/WebGLRenderingContextBase.cpp |
+++ b/third_party/WebKit/Source/modules/webgl/WebGLRenderingContextBase.cpp |
@@ -2421,11 +2421,13 @@ void WebGLRenderingContextBase::framebufferRenderbuffer(ScriptState* scriptState |
// We divide it here so in WebGLFramebuffer, we don't have to handle DEPTH_STENCIL_ATTACHMENT in WebGL 2. |
framebufferBinding->setAttachmentForBoundFramebuffer(target, GL_DEPTH_ATTACHMENT, buffer); |
framebufferBinding->setAttachmentForBoundFramebuffer(target, GL_STENCIL_ATTACHMENT, buffer); |
+ preserveObjectWrapper(scriptState, framebufferBinding, "attachment", GL_DEPTH_ATTACHMENT, buffer); |
+ preserveObjectWrapper(scriptState, framebufferBinding, "attachment", GL_STENCIL_ATTACHMENT, buffer); |
} else { |
framebufferBinding->setAttachmentForBoundFramebuffer(target, attachment, buffer); |
+ preserveObjectWrapper(scriptState, framebufferBinding, "attachment", attachment, buffer); |
} |
applyStencilTest(); |
- preserveObjectWrapper(scriptState, framebufferBinding, "renderbuffer", attachment, buffer); |
} |
void WebGLRenderingContextBase::framebufferTexture2D(ScriptState* scriptState, GLenum target, GLenum attachment, GLenum textarget, WebGLTexture* texture, GLint level) |
@@ -2468,7 +2470,7 @@ void WebGLRenderingContextBase::framebufferTexture2D(ScriptState* scriptState, G |
} |
framebufferBinding->setAttachmentForBoundFramebuffer(target, attachment, textarget, texture, level); |
applyStencilTest(); |
- preserveObjectWrapper(scriptState, framebufferBinding, "texture2d", attachment, texture); |
+ preserveObjectWrapper(scriptState, framebufferBinding, "attachment", attachment, texture); |
} |
void WebGLRenderingContextBase::frontFace(GLenum mode) |