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); |