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| 1 /* | 1 /* |
| 2 * Copyright (C) 2013 Google Inc. All rights reserved. | 2 * Copyright (C) 2013 Google Inc. All rights reserved. |
| 3 * | 3 * |
| 4 * Redistribution and use in source and binary forms, with or without | 4 * Redistribution and use in source and binary forms, with or without |
| 5 * modification, are permitted provided that the following conditions | 5 * modification, are permitted provided that the following conditions |
| 6 * are met: | 6 * are met: |
| 7 * | 7 * |
| 8 * 1. Redistributions of source code must retain the above copyright | 8 * 1. Redistributions of source code must retain the above copyright |
| 9 * notice, this list of conditions and the following disclaimer. | 9 * notice, this list of conditions and the following disclaimer. |
| 10 * 2. Redistributions in binary form must reproduce the above copyright | 10 * 2. Redistributions in binary form must reproduce the above copyright |
| (...skipping 117 matching lines...) Expand 10 before | Expand all | Expand 10 after Loading... |
| 128 gl->BindTexture(GL_TEXTURE_2D, depthStencil); | 128 gl->BindTexture(GL_TEXTURE_2D, depthStencil); |
| 129 gl->TexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_STENCIL_OES, 1, 1, 0, GL_DEPTH
_STENCIL_OES, GL_UNSIGNED_INT_24_8_OES, buffer); | 129 gl->TexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_STENCIL_OES, 1, 1, 0, GL_DEPTH
_STENCIL_OES, GL_UNSIGNED_INT_24_8_OES, buffer); |
| 130 } | 130 } |
| 131 GLuint depth = 0; | 131 GLuint depth = 0; |
| 132 if (supportsDepth) { | 132 if (supportsDepth) { |
| 133 gl->GenTextures(1, &depth); | 133 gl->GenTextures(1, &depth); |
| 134 gl->BindTexture(GL_TEXTURE_2D, depth); | 134 gl->BindTexture(GL_TEXTURE_2D, depth); |
| 135 gl->TexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, 1, 1, 0, GL_DEPTH_C
OMPONENT, GL_UNSIGNED_INT, buffer); | 135 gl->TexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, 1, 1, 0, GL_DEPTH_C
OMPONENT, GL_UNSIGNED_INT, buffer); |
| 136 } | 136 } |
| 137 | 137 |
| 138 Vector<Platform3DObject> colors; | 138 Vector<GLuint> colors; |
| 139 bool ok = true; | 139 bool ok = true; |
| 140 GLint maxAllowedBuffers = std::min(maxDrawBuffers, maxColorAttachments); | 140 GLint maxAllowedBuffers = std::min(maxDrawBuffers, maxColorAttachments); |
| 141 for (GLint i = 0; i < maxAllowedBuffers; ++i) { | 141 for (GLint i = 0; i < maxAllowedBuffers; ++i) { |
| 142 GLuint color; | 142 GLuint color; |
| 143 | 143 |
| 144 gl->GenTextures(1, &color); | 144 gl->GenTextures(1, &color); |
| 145 colors.append(color); | 145 colors.append(color); |
| 146 gl->BindTexture(GL_TEXTURE_2D, color); | 146 gl->BindTexture(GL_TEXTURE_2D, color); |
| 147 gl->TexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_
BYTE, buffer); | 147 gl->TexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_
BYTE, buffer); |
| 148 gl->FramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, GL_TE
XTURE_2D, color, 0); | 148 gl->FramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, GL_TE
XTURE_2D, color, 0); |
| (...skipping 27 matching lines...) Expand all Loading... |
| 176 if (supportsDepth) | 176 if (supportsDepth) |
| 177 gl->DeleteTextures(1, &depth); | 177 gl->DeleteTextures(1, &depth); |
| 178 if (supportsDepthStencil) | 178 if (supportsDepthStencil) |
| 179 gl->DeleteTextures(1, &depthStencil); | 179 gl->DeleteTextures(1, &depthStencil); |
| 180 gl->DeleteTextures(colors.size(), colors.data()); | 180 gl->DeleteTextures(colors.size(), colors.data()); |
| 181 | 181 |
| 182 return ok; | 182 return ok; |
| 183 } | 183 } |
| 184 | 184 |
| 185 } // namespace blink | 185 } // namespace blink |
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