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Bug 670025: Use more fine-grained checks to pick depth in GLContext::ResizeOffscreenFBO. r=vlad
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@ -1009,21 +1009,22 @@ GLContext::ResizeOffscreenFBO(const gfxIntSize& aSize)
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if (mIsGLES2) {
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if (IsExtensionSupported(OES_depth32)) {
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depthType = LOCAL_GL_DEPTH_COMPONENT32;
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cf.depth = 32;
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} else if (IsExtensionSupported(OES_depth24)) {
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depthType = LOCAL_GL_DEPTH_COMPONENT24;
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cf.depth = 24;
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} else {
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depthType = LOCAL_GL_DEPTH_COMPONENT16;
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cf.depth = 16;
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}
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} else {
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depthType = LOCAL_GL_DEPTH_COMPONENT24;
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cf.depth = 24;
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}
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fBindRenderbuffer(LOCAL_GL_RENDERBUFFER, mOffscreenDepthRB);
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fRenderbufferStorage(LOCAL_GL_RENDERBUFFER,
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mIsGLES2 ? LOCAL_GL_DEPTH_COMPONENT16
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: LOCAL_GL_DEPTH_COMPONENT24,
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fRenderbufferStorage(LOCAL_GL_RENDERBUFFER, depthType,
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aSize.width, aSize.height);
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cf.depth = mIsGLES2 ? 16 : 24;
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}
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if (stencil) {
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