| Index: gpu/command_buffer/service/feature_info.cc
|
| diff --git a/gpu/command_buffer/service/feature_info.cc b/gpu/command_buffer/service/feature_info.cc
|
| index 4bd1cdd4f6c1523b1403d30333ed701f08069e07..d8edc1f7f5a5063d94bfea3c2650f8d3cd7cb58d 100644
|
| --- a/gpu/command_buffer/service/feature_info.cc
|
| +++ b/gpu/command_buffer/service/feature_info.cc
|
| @@ -564,6 +564,15 @@ void FeatureInfo::InitializeFeatures() {
|
| GL_DEPTH_STENCIL);
|
| }
|
| validators_.render_buffer_format.AddValue(GL_DEPTH24_STENCIL8);
|
| + if (context_type_ == CONTEXT_TYPE_WEBGL1) {
|
| + // For glFramebufferRenderbuffer and glFramebufferTexture2D calls with
|
| + // attachment == GL_DEPTH_STENCIL_ATTACHMENT, we always split into two
|
| + // calls, one with attachment == GL_DEPTH_ATTACHMENT, and one with
|
| + // attachment == GL_STENCIL_ATTACHMENT. So even if the underlying driver
|
| + // is ES2 where GL_DEPTH_STENCIL_ATTACHMENT isn't accepted, it is still
|
| + // OK.
|
| + validators_.attachment.AddValue(GL_DEPTH_STENCIL_ATTACHMENT);
|
| + }
|
| }
|
|
|
| if (gl_version_info_->is_es3 ||
|
|
|