Index: third_party/WebKit/Source/modules/webgl/WebGLDrawBuffers.cpp |
diff --git a/third_party/WebKit/Source/modules/webgl/WebGLDrawBuffers.cpp b/third_party/WebKit/Source/modules/webgl/WebGLDrawBuffers.cpp |
index c041f482720daf825eece2e96e117d565f704a5b..4c007df48ecc10bd59030d8ff18c7824a9e386f2 100644 |
--- a/third_party/WebKit/Source/modules/webgl/WebGLDrawBuffers.cpp |
+++ b/third_party/WebKit/Source/modules/webgl/WebGLDrawBuffers.cpp |
@@ -25,6 +25,7 @@ |
#include "modules/webgl/WebGLDrawBuffers.h" |
+#include "gpu/command_buffer/client/gles2_interface.h" |
#include "modules/webgl/WebGLFramebuffer.h" |
namespace blink { |
@@ -101,6 +102,7 @@ void WebGLDrawBuffers::drawBuffersWEBGL(const Vector<GLenum>& buffers) |
bool WebGLDrawBuffers::satisfiesWebGLRequirements(WebGLRenderingContextBase* webglContext) |
{ |
WebGraphicsContext3D* context = webglContext->webContext(); |
+ gpu::gles2::GLES2Interface* gl = webglContext->contextGL(); |
Extensions3DUtil* extensionsUtil = webglContext->extensionsUtil(); |
// This is called after we make sure GL_EXT_draw_buffers is supported. |
@@ -141,28 +143,28 @@ bool WebGLDrawBuffers::satisfiesWebGLRequirements(WebGLRenderingContextBase* web |
colors.append(color); |
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); |
+ gl->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(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depth, 0); |
+ gl->FramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depth, 0); |
if (context->checkFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) { |
ok = false; |
break; |
} |
- context->framebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0); |
+ gl->FramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0); |
} |
if (supportsDepthStencil) { |
- context->framebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthStencil, 0); |
- context->framebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, depthStencil, 0); |
+ gl->FramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthStencil, 0); |
+ gl->FramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, depthStencil, 0); |
if (context->checkFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) { |
ok = false; |
break; |
} |
- context->framebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0); |
- context->framebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0); |
+ gl->FramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0); |
+ gl->FramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0); |
} |
} |