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

Issue 1815803003: Move simple methods [T-Z] from WebGraphicsContext3D to GLES2Interface. (Closed) Base URL: https://chromium.googlesource.com/chromium/src.git@simples-fplus
Patch Set: Created 4 years, 9 months ago
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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 7645e289bef0e78efb74aa1f86bbdcca289275db..bd921b84d70448877fde1fb7d60c543d551f12e2 100644
--- a/third_party/WebKit/Source/modules/webgl/WebGLDrawBuffers.cpp
+++ b/third_party/WebKit/Source/modules/webgl/WebGLDrawBuffers.cpp
@@ -81,7 +81,7 @@ void WebGLDrawBuffers::drawBuffersWEBGL(const Vector<GLenum>& buffers)
}
// Because the backbuffer is simulated on all current WebKit ports, we need to change BACK to COLOR_ATTACHMENT0.
GLenum value = (bufs[0] == GL_BACK) ? GL_COLOR_ATTACHMENT0 : GL_NONE;
- scoped.context()->webContext()->drawBuffersEXT(1, &value);
+ scoped.context()->contextGL()->DrawBuffersEXT(1, &value);
scoped.context()->setBackDrawBuffer(bufs[0]);
} else {
if (n > scoped.context()->maxDrawBuffers()) {
@@ -126,13 +126,13 @@ bool WebGLDrawBuffers::satisfiesWebGLRequirements(WebGLRenderingContextBase* web
if (supportsDepthStencil) {
depthStencil = context->createTexture();
gl->BindTexture(GL_TEXTURE_2D, depthStencil);
- context->texImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_STENCIL_OES, 1, 1, 0, GL_DEPTH_STENCIL_OES, GL_UNSIGNED_INT_24_8_OES, buffer);
+ gl->TexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_STENCIL_OES, 1, 1, 0, GL_DEPTH_STENCIL_OES, GL_UNSIGNED_INT_24_8_OES, buffer);
}
Platform3DObject depth = 0;
if (supportsDepth) {
depth = context->createTexture();
gl->BindTexture(GL_TEXTURE_2D, depth);
- context->texImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, 1, 1, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, buffer);
+ gl->TexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, 1, 1, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, buffer);
}
Vector<Platform3DObject> colors;
@@ -142,7 +142,7 @@ bool WebGLDrawBuffers::satisfiesWebGLRequirements(WebGLRenderingContextBase* web
Platform3DObject color = context->createTexture();
colors.append(color);
gl->BindTexture(GL_TEXTURE_2D, color);
- context->texImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
+ gl->TexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
gl->FramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, color, 0);
if (gl->CheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
ok = false;

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