| 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);
|
| }
|
| }
|
|
|
|
|