Backout 01aec9db40d9 for bustage on a CLOSED TREE

This commit is contained in:
Jeff Gilbert 2013-06-21 16:33:57 -07:00
parent 8c052a3c1e
commit 0ed895294c
2 changed files with 0 additions and 7 deletions

View File

@ -5460,25 +5460,21 @@ WebGLContext::ReattachTextureToAnyFramebufferToWorkAroundBugs(WebGLTexture *tex,
framebuffer = framebuffer->getNext())
{
if (framebuffer->ColorAttachment().Texture() == tex) {
ScopedBindFramebuffer autoFB(gl, framebuffer->GLName());
framebuffer->FramebufferTexture2D(
LOCAL_GL_FRAMEBUFFER, LOCAL_GL_COLOR_ATTACHMENT0,
tex->Target(), tex, level);
}
if (framebuffer->DepthAttachment().Texture() == tex) {
ScopedBindFramebuffer autoFB(gl, framebuffer->GLName());
framebuffer->FramebufferTexture2D(
LOCAL_GL_FRAMEBUFFER, LOCAL_GL_DEPTH_ATTACHMENT,
tex->Target(), tex, level);
}
if (framebuffer->StencilAttachment().Texture() == tex) {
ScopedBindFramebuffer autoFB(gl, framebuffer->GLName());
framebuffer->FramebufferTexture2D(
LOCAL_GL_FRAMEBUFFER, LOCAL_GL_STENCIL_ATTACHMENT,
tex->Target(), tex, level);
}
if (framebuffer->DepthStencilAttachment().Texture() == tex) {
ScopedBindFramebuffer autoFB(gl, framebuffer->GLName());
framebuffer->FramebufferTexture2D(
LOCAL_GL_FRAMEBUFFER, LOCAL_GL_DEPTH_STENCIL_ATTACHMENT,
tex->Target(), tex, level);

View File

@ -155,7 +155,6 @@ WebGLFramebuffer::FramebufferRenderbuffer(WebGLenum target,
WebGLenum rbtarget,
WebGLRenderbuffer *wrb)
{
MOZ_ASSERT(mContext->mBoundFramebuffer == this);
if (!mContext->ValidateObjectAllowNull("framebufferRenderbuffer: renderbuffer", wrb))
{
return;
@ -213,7 +212,6 @@ WebGLFramebuffer::FramebufferTexture2D(WebGLenum target,
WebGLTexture *wtex,
WebGLint level)
{
MOZ_ASSERT(mContext->mBoundFramebuffer == this);
if (!mContext->ValidateObjectAllowNull("framebufferTexture2D: texture",
wtex))
{
@ -312,7 +310,6 @@ WebGLFramebuffer::DetachRenderbuffer(const WebGLRenderbuffer *rb) {
bool
WebGLFramebuffer::CheckAndInitializeRenderbuffers()
{
MOZ_ASSERT(mContext->mBoundFramebuffer == this);
// enforce WebGL section 6.5 which is WebGL-specific, hence OpenGL itself would not
// generate the INVALID_FRAMEBUFFER_OPERATION that we need here
if (HasDepthStencilConflict())