| 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();
|
| }
|
|
|
|
|