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Backout 01aec9db40d9 for bustage on a CLOSED TREE
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@ -5460,25 +5460,21 @@ WebGLContext::ReattachTextureToAnyFramebufferToWorkAroundBugs(WebGLTexture *tex,
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framebuffer = framebuffer->getNext())
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{
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if (framebuffer->ColorAttachment().Texture() == tex) {
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ScopedBindFramebuffer autoFB(gl, framebuffer->GLName());
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framebuffer->FramebufferTexture2D(
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LOCAL_GL_FRAMEBUFFER, LOCAL_GL_COLOR_ATTACHMENT0,
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tex->Target(), tex, level);
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}
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if (framebuffer->DepthAttachment().Texture() == tex) {
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ScopedBindFramebuffer autoFB(gl, framebuffer->GLName());
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framebuffer->FramebufferTexture2D(
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LOCAL_GL_FRAMEBUFFER, LOCAL_GL_DEPTH_ATTACHMENT,
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tex->Target(), tex, level);
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}
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if (framebuffer->StencilAttachment().Texture() == tex) {
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ScopedBindFramebuffer autoFB(gl, framebuffer->GLName());
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framebuffer->FramebufferTexture2D(
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LOCAL_GL_FRAMEBUFFER, LOCAL_GL_STENCIL_ATTACHMENT,
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tex->Target(), tex, level);
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}
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if (framebuffer->DepthStencilAttachment().Texture() == tex) {
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ScopedBindFramebuffer autoFB(gl, framebuffer->GLName());
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framebuffer->FramebufferTexture2D(
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LOCAL_GL_FRAMEBUFFER, LOCAL_GL_DEPTH_STENCIL_ATTACHMENT,
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tex->Target(), tex, level);
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@ -155,7 +155,6 @@ WebGLFramebuffer::FramebufferRenderbuffer(WebGLenum target,
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WebGLenum rbtarget,
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WebGLRenderbuffer *wrb)
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{
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MOZ_ASSERT(mContext->mBoundFramebuffer == this);
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if (!mContext->ValidateObjectAllowNull("framebufferRenderbuffer: renderbuffer", wrb))
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{
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return;
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@ -213,7 +212,6 @@ WebGLFramebuffer::FramebufferTexture2D(WebGLenum target,
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WebGLTexture *wtex,
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WebGLint level)
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{
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MOZ_ASSERT(mContext->mBoundFramebuffer == this);
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if (!mContext->ValidateObjectAllowNull("framebufferTexture2D: texture",
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wtex))
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{
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@ -312,7 +310,6 @@ WebGLFramebuffer::DetachRenderbuffer(const WebGLRenderbuffer *rb) {
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bool
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WebGLFramebuffer::CheckAndInitializeRenderbuffers()
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{
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MOZ_ASSERT(mContext->mBoundFramebuffer == this);
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// enforce WebGL section 6.5 which is WebGL-specific, hence OpenGL itself would not
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// generate the INVALID_FRAMEBUFFER_OPERATION that we need here
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if (HasDepthStencilConflict())
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