| Index: third_party/WebKit/Source/modules/webgl/WebGLDrawBuffers.cpp
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| diff --git a/third_party/WebKit/Source/modules/webgl/WebGLDrawBuffers.cpp b/third_party/WebKit/Source/modules/webgl/WebGLDrawBuffers.cpp
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| index 7645e289bef0e78efb74aa1f86bbdcca289275db..bd921b84d70448877fde1fb7d60c543d551f12e2 100644
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| --- a/third_party/WebKit/Source/modules/webgl/WebGLDrawBuffers.cpp
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| +++ b/third_party/WebKit/Source/modules/webgl/WebGLDrawBuffers.cpp
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| @@ -81,7 +81,7 @@ void WebGLDrawBuffers::drawBuffersWEBGL(const Vector<GLenum>& buffers)
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|          }
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|          // Because the backbuffer is simulated on all current WebKit ports, we need to change BACK to COLOR_ATTACHMENT0.
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|          GLenum value = (bufs[0] == GL_BACK) ? GL_COLOR_ATTACHMENT0 : GL_NONE;
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| -        scoped.context()->webContext()->drawBuffersEXT(1, &value);
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| +        scoped.context()->contextGL()->DrawBuffersEXT(1, &value);
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|          scoped.context()->setBackDrawBuffer(bufs[0]);
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|      } else {
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|          if (n > scoped.context()->maxDrawBuffers()) {
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| @@ -126,13 +126,13 @@ bool WebGLDrawBuffers::satisfiesWebGLRequirements(WebGLRenderingContextBase* web
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|      if (supportsDepthStencil) {
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|          depthStencil = context->createTexture();
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|          gl->BindTexture(GL_TEXTURE_2D, depthStencil);
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| -        context->texImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_STENCIL_OES, 1, 1, 0, GL_DEPTH_STENCIL_OES, GL_UNSIGNED_INT_24_8_OES, buffer);
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| +        gl->TexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_STENCIL_OES, 1, 1, 0, GL_DEPTH_STENCIL_OES, GL_UNSIGNED_INT_24_8_OES, buffer);
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|      }
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|      Platform3DObject depth = 0;
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|      if (supportsDepth) {
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|          depth = context->createTexture();
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|          gl->BindTexture(GL_TEXTURE_2D, depth);
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| -        context->texImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, 1, 1, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, buffer);
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| +        gl->TexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, 1, 1, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, buffer);
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|      }
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|  
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|      Vector<Platform3DObject> colors;
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| @@ -142,7 +142,7 @@ bool WebGLDrawBuffers::satisfiesWebGLRequirements(WebGLRenderingContextBase* web
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|          Platform3DObject color = context->createTexture();
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|          colors.append(color);
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|          gl->BindTexture(GL_TEXTURE_2D, color);
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| -        context->texImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
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| +        gl->TexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
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|          gl->FramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, color, 0);
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|          if (gl->CheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
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|              ok = false;
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| 
 |