| Index: content/renderer/renderer_blink_platform_impl.cc
|
| diff --git a/content/renderer/renderer_blink_platform_impl.cc b/content/renderer/renderer_blink_platform_impl.cc
|
| index b267bdba1ce0be729373a7b86a9d650a22d388ce..a9e31b0f1eb7528699c5430e681880ad715dc97b 100644
|
| --- a/content/renderer/renderer_blink_platform_impl.cc
|
| +++ b/content/renderer/renderer_blink_platform_impl.cc
|
| @@ -1014,13 +1014,16 @@ RendererBlinkPlatformImpl::createOffscreenGraphicsContext3DProvider(
|
|
|
| bool is_software_rendering = gpu_channel_host->gpu_info().software_rendering;
|
|
|
| - // This is an offscreen context, which doesn't use the default frame buffer,
|
| - // so don't request any alpha, depth, stencil, antialiasing.
|
| + // This is an offscreen context. Generally it won't use the default
|
| + // frame buffer, in that case don't request any alpha, depth, stencil,
|
| + // antialiasing. But we do need those attributes for the "own
|
| + // offscreen surface" optimization which supports directly drawing
|
| + // to a custom surface backed frame buffer.
|
| gpu::gles2::ContextCreationAttribHelper attributes;
|
| - attributes.alpha_size = -1;
|
| - attributes.depth_size = 0;
|
| - attributes.stencil_size = 0;
|
| - attributes.samples = 0;
|
| + attributes.alpha_size = web_attributes.supportAlpha ? 8 : -1;
|
| + attributes.depth_size = web_attributes.supportDepth ? 24 : 0;
|
| + attributes.stencil_size = web_attributes.supportStencil ? 8 : 0;
|
| + attributes.samples = web_attributes.supportAntialias ? 4 : 0;
|
| attributes.sample_buffers = 0;
|
| attributes.bind_generates_resource = false;
|
| // Prefer discrete GPU for WebGL.
|
|
|