Index: third_party/WebKit/Source/modules/webgl/WebGLTexture.cpp |
diff --git a/third_party/WebKit/Source/modules/webgl/WebGLTexture.cpp b/third_party/WebKit/Source/modules/webgl/WebGLTexture.cpp |
index 40f5ed4acdc1f8f2e7c53b270c1f810fe1e87e13..1af6f3fb57a4d99d6e2b83ede93b06ca4362bc6a 100644 |
--- a/third_party/WebKit/Source/modules/webgl/WebGLTexture.cpp |
+++ b/third_party/WebKit/Source/modules/webgl/WebGLTexture.cpp |
@@ -40,7 +40,6 @@ WebGLTexture::WebGLTexture(WebGLRenderingContextBase* ctx) |
, m_isNPOT(false) |
, m_isCubeComplete(false) |
, m_isComplete(false) |
- , m_needToUseBlackTexture(false) |
, m_isFloatType(false) |
, m_isHalfFloatType(false) |
, m_isWebGL2OrHigher(ctx->isWebGL2OrHigher()) |
@@ -228,7 +227,6 @@ void WebGLTexture::generateMipmapLevelInfo() |
} |
m_isComplete = true; |
} |
- m_needToUseBlackTexture = false; |
} |
GLenum WebGLTexture::getInternalFormat(GLenum target, GLint level) const |
@@ -301,8 +299,6 @@ bool WebGLTexture::needToUseBlackTexture(TextureExtensionFlag flag, const WebGLS |
ASSERT(samplerState); |
if (!object()) |
return false; |
- if (m_needToUseBlackTexture) |
- return true; |
if ((m_isFloatType && !(flag & TextureFloatLinearExtensionEnabled)) || (m_isHalfFloatType && !(flag && TextureHalfFloatLinearExtensionEnabled))) { |
if (samplerState->magFilter != GL_NEAREST || (samplerState->minFilter != GL_NEAREST && samplerState->minFilter != GL_NEAREST_MIPMAP_NEAREST)) |
return true; |
@@ -437,21 +433,6 @@ void WebGLTexture::update() |
} |
m_isFloatType = m_info[0][0].type == GL_FLOAT; |
m_isHalfFloatType = m_info[0][0].type == GL_HALF_FLOAT_OES; |
- |
- m_needToUseBlackTexture = false; |
- // If it is a Cube texture, check Cube Completeness first |
- if (m_info.size() > 1 && !m_isCubeComplete) |
- m_needToUseBlackTexture = true; |
- if (!m_isWebGL2OrHigher) { |
- // We can do these checks up front in WebGL 1 because there's no separate samplers. |
- // NPOT |
- if (m_isNPOT && ((m_samplerState.minFilter != GL_NEAREST && m_samplerState.minFilter != GL_LINEAR) |
- || m_samplerState.wrapS != GL_CLAMP_TO_EDGE || m_samplerState.wrapT != GL_CLAMP_TO_EDGE)) |
- m_needToUseBlackTexture = true; |
- // Completeness |
- if (!m_isComplete && m_samplerState.minFilter != GL_NEAREST && m_samplerState.minFilter != GL_LINEAR) |
- m_needToUseBlackTexture = true; |
- } |
} |
const WebGLTexture::LevelInfo* WebGLTexture::getLevelInfo(GLenum target, GLint level) const |