| 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;
|
|
|