Index: Source/core/platform/graphics/Canvas2DLayerBridge.cpp |
diff --git a/Source/core/platform/graphics/Canvas2DLayerBridge.cpp b/Source/core/platform/graphics/Canvas2DLayerBridge.cpp |
index f7e911ca33b2d907134986ca2b647367234e92f9..1193e898f1f4b0e401bdd536870be92b11f1e278 100644 |
--- a/Source/core/platform/graphics/Canvas2DLayerBridge.cpp |
+++ b/Source/core/platform/graphics/Canvas2DLayerBridge.cpp |
@@ -322,15 +322,15 @@ bool Canvas2DLayerBridge::prepareMailbox(blink::WebExternalTextureMailbox* outMa |
ASSERT(mailboxInfo->m_image.get()); |
ASSERT(mailboxInfo->m_image->getTexture()); |
- m_context->bindTexture(GraphicsContext3D::TEXTURE_2D, mailboxInfo->m_image->getTexture()->getTextureHandle()); |
- m_context->texParameteri(GraphicsContext3D::TEXTURE_2D, GraphicsContext3D::TEXTURE_MAG_FILTER, GraphicsContext3D::LINEAR); |
- m_context->texParameteri(GraphicsContext3D::TEXTURE_2D, GraphicsContext3D::TEXTURE_MIN_FILTER, GraphicsContext3D::LINEAR); |
- m_context->texParameteri(GraphicsContext3D::TEXTURE_2D, GraphicsContext3D::TEXTURE_WRAP_S, GraphicsContext3D::CLAMP_TO_EDGE); |
- m_context->texParameteri(GraphicsContext3D::TEXTURE_2D, GraphicsContext3D::TEXTURE_WRAP_T, GraphicsContext3D::CLAMP_TO_EDGE); |
- context()->produceTextureCHROMIUM(GraphicsContext3D::TEXTURE_2D, mailboxInfo->m_mailbox.name); |
+ m_context->bindTexture(GL_TEXTURE_2D, mailboxInfo->m_image->getTexture()->getTextureHandle()); |
+ m_context->texParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
+ m_context->texParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
+ m_context->texParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); |
+ m_context->texParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); |
+ context()->produceTextureCHROMIUM(GL_TEXTURE_2D, mailboxInfo->m_mailbox.name); |
context()->flush(); |
mailboxInfo->m_mailbox.syncPoint = context()->insertSyncPoint(); |
- m_context->bindTexture(GraphicsContext3D::TEXTURE_2D, 0); |
+ m_context->bindTexture(GL_TEXTURE_2D, 0); |
// Because we are changing the texture binding without going through skia, |
// we must dirty the context. |
m_context->grContext()->resetContext(kTextureBinding_GrGLBackendState); |