Index: third_party/WebKit/Source/modules/webgl/WebGLRenderingContextBase.cpp |
diff --git a/third_party/WebKit/Source/modules/webgl/WebGLRenderingContextBase.cpp b/third_party/WebKit/Source/modules/webgl/WebGLRenderingContextBase.cpp |
index 70d9cf301bc3dc51a20b8a18a76ffbd420f4fdeb..2303deb6a2da2ad744f0ce38cc13dafbad9773a7 100644 |
--- a/third_party/WebKit/Source/modules/webgl/WebGLRenderingContextBase.cpp |
+++ b/third_party/WebKit/Source/modules/webgl/WebGLRenderingContextBase.cpp |
@@ -2367,18 +2367,7 @@ void WebGLRenderingContextBase::framebufferRenderbuffer(GLenum target, GLenum at |
synthesizeGLError(GL_INVALID_OPERATION, "framebufferRenderbuffer", "no framebuffer bound"); |
return; |
} |
- GLuint bufferObject = objectOrZero(buffer); |
- if (isWebGL2OrHigher() && attachment == GL_DEPTH_STENCIL_ATTACHMENT) { |
- // On ES3, DEPTH_STENCIL_ATTACHMENT is like an alias for DEPTH_ATTACHMENT + STENCIL_ATTACHMENT. |
- // We divide it here so in WebGLFramebuffer, we don't have to handle DEPTH_STENCIL_ATTACHMENT in WebGL 2. |
- contextGL()->FramebufferRenderbuffer(target, GL_DEPTH_ATTACHMENT, renderbuffertarget, bufferObject); |
- contextGL()->FramebufferRenderbuffer(target, GL_STENCIL_ATTACHMENT, renderbuffertarget, bufferObject); |
- framebufferBinding->setAttachmentForBoundFramebuffer(target, GL_DEPTH_ATTACHMENT, buffer); |
- framebufferBinding->setAttachmentForBoundFramebuffer(target, GL_STENCIL_ATTACHMENT, buffer); |
- } else { |
- contextGL()->FramebufferRenderbuffer(target, attachment, renderbuffertarget, bufferObject); |
- framebufferBinding->setAttachmentForBoundFramebuffer(target, attachment, buffer); |
- } |
+ framebufferBinding->setAttachmentForBoundFramebuffer(target, attachment, buffer); |
applyStencilTest(); |
} |
@@ -2398,18 +2387,7 @@ void WebGLRenderingContextBase::framebufferTexture2D(GLenum target, GLenum attac |
synthesizeGLError(GL_INVALID_OPERATION, "framebufferTexture2D", "no framebuffer bound"); |
return; |
} |
- GLuint textureObject = objectOrZero(texture); |
- if (isWebGL2OrHigher() && attachment == GL_DEPTH_STENCIL_ATTACHMENT) { |
- // On ES3, DEPTH_STENCIL_ATTACHMENT is like an alias for DEPTH_ATTACHMENT + STENCIL_ATTACHMENT. |
- // We divide it here so in WebGLFramebuffer, we don't have to handle DEPTH_STENCIL_ATTACHMENT in WebGL 2. |
- contextGL()->FramebufferTexture2D(target, GL_DEPTH_ATTACHMENT, textarget, textureObject, level); |
- contextGL()->FramebufferTexture2D(target, GL_STENCIL_ATTACHMENT, textarget, textureObject, level); |
- framebufferBinding->setAttachmentForBoundFramebuffer(target, GL_DEPTH_ATTACHMENT, textarget, texture, level, 0); |
- framebufferBinding->setAttachmentForBoundFramebuffer(target, GL_STENCIL_ATTACHMENT, textarget, texture, level, 0); |
- } else { |
- contextGL()->FramebufferTexture2D(target, attachment, textarget, textureObject, level); |
- framebufferBinding->setAttachmentForBoundFramebuffer(target, attachment, textarget, texture, level, 0); |
- } |
+ framebufferBinding->setAttachmentForBoundFramebuffer(target, attachment, textarget, texture, level, 0); |
applyStencilTest(); |
} |