| 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)
|
|
|