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Unified Diff: third_party/WebKit/Source/modules/webgl/WebGLRenderingContextBase.cpp

Issue 1808933002: Remove framebufferRenderbuffer and framebufferTexture* from WGC3D. (Closed) Base URL: https://chromium.googlesource.com/chromium/src.git@wgc3d-unused
Patch Set: framebufferRenderbuffer: rebase Created 4 years, 9 months ago
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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 5ca7f02851af3d9a8950c6e5695d30daf779ca20..15f5c689063fa05ac84a48b436f5d6a9f7300bcb 100644
--- a/third_party/WebKit/Source/modules/webgl/WebGLRenderingContextBase.cpp
+++ b/third_party/WebKit/Source/modules/webgl/WebGLRenderingContextBase.cpp
@@ -2219,14 +2219,14 @@ void WebGLRenderingContextBase::framebufferRenderbuffer(ScriptState* scriptState
if (isWebGL2OrHigher() && attachment == GL_DEPTH_STENCIL_ATTACHMENT) {
// On ES3, DEPTH_STENCIL_ATTACHMENT is like an alias for DEPTH_ATTACHMENT + STENCIL_ATTACHMENT.
// We divide it here so in WebGLFramebuffer, we don't have to handle DEPTH_STENCIL_ATTACHMENT in WebGL 2.
- webContext()->framebufferRenderbuffer(target, GL_DEPTH_ATTACHMENT, renderbuffertarget, bufferObject);
- webContext()->framebufferRenderbuffer(target, GL_STENCIL_ATTACHMENT, renderbuffertarget, bufferObject);
+ contextGL()->FramebufferRenderbuffer(target, GL_DEPTH_ATTACHMENT, renderbuffertarget, bufferObject);
+ contextGL()->FramebufferRenderbuffer(target, GL_STENCIL_ATTACHMENT, renderbuffertarget, bufferObject);
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 {
- webContext()->framebufferRenderbuffer(target, attachment, renderbuffertarget, bufferObject);
+ contextGL()->FramebufferRenderbuffer(target, attachment, renderbuffertarget, bufferObject);
framebufferBinding->setAttachmentForBoundFramebuffer(target, attachment, buffer);
preserveObjectWrapper(scriptState, framebufferBinding, "attachment", attachment, buffer);
}
@@ -2253,14 +2253,14 @@ void WebGLRenderingContextBase::framebufferTexture2D(ScriptState* scriptState, G
if (isWebGL2OrHigher() && attachment == GL_DEPTH_STENCIL_ATTACHMENT) {
// On ES3, DEPTH_STENCIL_ATTACHMENT is like an alias for DEPTH_ATTACHMENT + STENCIL_ATTACHMENT.
// We divide it here so in WebGLFramebuffer, we don't have to handle DEPTH_STENCIL_ATTACHMENT in WebGL 2.
- webContext()->framebufferTexture2D(target, GL_DEPTH_ATTACHMENT, textarget, textureObject, level);
- webContext()->framebufferTexture2D(target, GL_STENCIL_ATTACHMENT, textarget, textureObject, level);
+ contextGL()->FramebufferTexture2D(target, GL_DEPTH_ATTACHMENT, textarget, textureObject, level);
+ contextGL()->FramebufferTexture2D(target, GL_STENCIL_ATTACHMENT, textarget, textureObject, level);
framebufferBinding->setAttachmentForBoundFramebuffer(target, GL_DEPTH_ATTACHMENT, textarget, texture, level, 0);
framebufferBinding->setAttachmentForBoundFramebuffer(target, GL_STENCIL_ATTACHMENT, textarget, texture, level, 0);
preserveObjectWrapper(scriptState, framebufferBinding, "attachment", GL_DEPTH_ATTACHMENT, texture);
preserveObjectWrapper(scriptState, framebufferBinding, "attachment", GL_STENCIL_ATTACHMENT, texture);
} else {
- webContext()->framebufferTexture2D(target, attachment, textarget, textureObject, level);
+ contextGL()->FramebufferTexture2D(target, attachment, textarget, textureObject, level);
framebufferBinding->setAttachmentForBoundFramebuffer(target, attachment, textarget, texture, level, 0);
preserveObjectWrapper(scriptState, framebufferBinding, "attachment", attachment, texture);
}
@@ -4089,7 +4089,7 @@ void WebGLRenderingContextBase::texImageCanvasByGPU(TexImageByGPUType functionTy
if (!possibleDirectCopy) {
WebGLId tmpFBO = webContext()->createFramebuffer();
webContext()->bindFramebuffer(GL_FRAMEBUFFER, tmpFBO);
- webContext()->framebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, targetTexture, 0);
+ contextGL()->FramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, targetTexture, 0);
webContext()->bindTexture(texture->getTarget(), texture->object());
if (functionType == TexImage2DByGPU) {
webContext()->copyTexSubImage2D(target, level, 0, 0, 0, 0, canvas->width(), canvas->height());
@@ -4098,7 +4098,7 @@ void WebGLRenderingContextBase::texImageCanvasByGPU(TexImageByGPUType functionTy
} else if (functionType == TexSubImage3DByGPU) {
webContext()->copyTexSubImage3D(target, level, xoffset, yoffset, zoffset, 0, 0, canvas->width(), canvas->height());
}
- webContext()->framebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
+ contextGL()->FramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
restoreCurrentFramebuffer();
webContext()->deleteFramebuffer(tmpFBO);
webContext()->deleteTexture(targetTexture);

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