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Bug 922810 - Part 7: extend ScopedBindTexture to support cube maps - r=jgilbert
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@ -3579,13 +3579,13 @@ protected:
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private:
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void Init(GLenum target) {
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MOZ_ASSERT(target == LOCAL_GL_TEXTURE_2D ||
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target == LOCAL_GL_TEXTURE_RECTANGLE_ARB);
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mTarget = target;
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mOldTex = 0;
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GLenum bindingTarget = (target == LOCAL_GL_TEXTURE_2D) ?
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LOCAL_GL_TEXTURE_BINDING_2D :
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LOCAL_GL_TEXTURE_BINDING_RECTANGLE_ARB;
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GLenum bindingTarget = (target == LOCAL_GL_TEXTURE_2D) ? LOCAL_GL_TEXTURE_BINDING_2D
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: (target == LOCAL_GL_TEXTURE_RECTANGLE_ARB) ? LOCAL_GL_TEXTURE_BINDING_RECTANGLE_ARB
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: (target == LOCAL_GL_TEXTURE_CUBE_MAP) ? LOCAL_GL_TEXTURE_BINDING_CUBE_MAP
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: LOCAL_GL_NONE;
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MOZ_ASSERT(bindingTarget != LOCAL_GL_NONE);
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mGL->GetUIntegerv(bindingTarget, &mOldTex);
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}
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