| Index: third_party/WebKit/Source/modules/webgl/WebGL2RenderingContextBase.cpp
|
| diff --git a/third_party/WebKit/Source/modules/webgl/WebGL2RenderingContextBase.cpp b/third_party/WebKit/Source/modules/webgl/WebGL2RenderingContextBase.cpp
|
| index b3eabd11b014fe35add63b9d0e4bf2b2c390d7cd..03e54f0503da88d7e1f035fcf53cad9a9dbf46b3 100644
|
| --- a/third_party/WebKit/Source/modules/webgl/WebGL2RenderingContextBase.cpp
|
| +++ b/third_party/WebKit/Source/modules/webgl/WebGL2RenderingContextBase.cpp
|
| @@ -114,7 +114,7 @@ const GLenum kCompressedTextureFormatsETC2EAC[] = {
|
| GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC,
|
| };
|
|
|
| -WebGL2RenderingContextBase::WebGL2RenderingContextBase(HTMLCanvasElement* passedCanvas, std::unique_ptr<WebGraphicsContext3DProvider> contextProvider, const WebGLContextAttributes& requestedAttributes)
|
| +WebGL2RenderingContextBase::WebGL2RenderingContextBase(HTMLCanvasElement* passedCanvas, std::unique_ptr<WebGraphicsContext3DProvider> contextProvider, const CanvasContextCreationAttributes& requestedAttributes)
|
| : WebGLRenderingContextBase(passedCanvas, std::move(contextProvider), requestedAttributes, 2)
|
| {
|
| m_supportedInternalFormatsStorage.insert(kSupportedInternalFormatsStorage, kSupportedInternalFormatsStorage + WTF_ARRAY_LENGTH(kSupportedInternalFormatsStorage));
|
| @@ -3057,10 +3057,10 @@ ScriptValue WebGL2RenderingContextBase::getFramebufferAttachmentParameter(Script
|
|
|
| // Default framebuffer (an internal fbo)
|
| if (!framebufferBinding) {
|
| - // We can use m_requestedAttribs because in WebGL 2, they are required to be honored.
|
| - bool hasDepth = m_requestedAttributes.depth();
|
| - bool hasStencil = m_requestedAttributes.stencil();
|
| - bool hasAlpha = m_requestedAttributes.alpha();
|
| + // We can use creationAttributes() because in WebGL 2, they are required to be honored.
|
| + bool hasDepth = creationAttributes().depth();
|
| + bool hasStencil = creationAttributes().stencil();
|
| + bool hasAlpha = creationAttributes().alpha();
|
| bool missingImage = (attachment == GL_DEPTH && !hasDepth)
|
| || (attachment == GL_STENCIL && !hasStencil);
|
| if (missingImage) {
|
|
|