| 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 3e6fea9a423f24eecc7e84436deef7f7b76368c8..7d64f6bc8f80548d0bb6392800e0d6a5c0591839 100644
|
| --- a/third_party/WebKit/Source/modules/webgl/WebGLRenderingContextBase.cpp
|
| +++ b/third_party/WebKit/Source/modules/webgl/WebGLRenderingContextBase.cpp
|
| @@ -2528,25 +2528,8 @@ void WebGLRenderingContextBase::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();
|
| }
|
|
|
| @@ -2573,25 +2556,8 @@ void WebGLRenderingContextBase::framebufferTexture2D(GLenum target,
|
| "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();
|
| }
|
|
|
|
|