mirror of
https://gitlab.winehq.org/wine/wine-gecko.git
synced 2024-09-13 09:24:08 -07:00
Bug 987828 - 3/4 - Use IsGLES instead of IsGLES2 - r=jgilbert
This commit is contained in:
parent
0691e30a3d
commit
7fff2c454f
@ -60,7 +60,7 @@ WebGLContext::CreateQuery()
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if (IsContextLost())
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return nullptr;
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if (mActiveOcclusionQuery && !gl->IsGLES2()) {
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if (mActiveOcclusionQuery && !gl->IsGLES()) {
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/* http://www.opengl.org/registry/specs/ARB/occlusion_query.txt
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* Calling either GenQueriesARB or DeleteQueriesARB while any query of
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* any target is active causes an INVALID_OPERATION error to be
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@ -95,7 +95,7 @@ WebGLContext::DeleteQuery(WebGLQuery *query)
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EndQuery(query->mType);
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}
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if (mActiveOcclusionQuery && !gl->IsGLES2()) {
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if (mActiveOcclusionQuery && !gl->IsGLES()) {
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/* http://www.opengl.org/registry/specs/ARB/occlusion_query.txt
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* Calling either GenQueriesARB or DeleteQueriesARB while any query of
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* any target is active causes an INVALID_OPERATION error to be
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@ -460,7 +460,7 @@ WebGLContext::WhatDoesVertexAttrib0Need()
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}
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#endif
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if (MOZ_LIKELY(gl->IsGLES2() ||
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if (MOZ_LIKELY(gl->IsGLES() ||
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mBoundVertexArray->IsAttribArrayEnabled(0)))
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{
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return WebGLVertexAttrib0Status::Default;
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@ -2348,14 +2348,14 @@ WebGLContext::RenderbufferStorage(GLenum target, GLenum internalformat, GLsizei
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case LOCAL_GL_RGBA4:
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case LOCAL_GL_RGB5_A1:
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// 16-bit RGBA formats are not supported on desktop GL
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if (!gl->IsGLES2()) internalformatForGL = LOCAL_GL_RGBA8;
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if (!gl->IsGLES()) internalformatForGL = LOCAL_GL_RGBA8;
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break;
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case LOCAL_GL_RGB565:
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// the RGB565 format is not supported on desktop GL
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if (!gl->IsGLES2()) internalformatForGL = LOCAL_GL_RGB8;
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if (!gl->IsGLES()) internalformatForGL = LOCAL_GL_RGB8;
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break;
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case LOCAL_GL_DEPTH_COMPONENT16:
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if (!gl->IsGLES2() || gl->IsExtensionSupported(gl::GLContext::OES_depth24))
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if (!gl->IsGLES() || gl->IsExtensionSupported(gl::GLContext::OES_depth24))
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internalformatForGL = LOCAL_GL_DEPTH_COMPONENT24;
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else if (gl->IsExtensionSupported(gl::GLContext::OES_packed_depth_stencil))
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internalformatForGL = LOCAL_GL_DEPTH24_STENCIL8;
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@ -2956,7 +2956,7 @@ WebGLContext::CompileShader(WebGLShader *shader)
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MakeContextCurrent();
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ShShaderOutput targetShaderSourceLanguage = gl->IsGLES2() ? SH_ESSL_OUTPUT : SH_GLSL_OUTPUT;
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ShShaderOutput targetShaderSourceLanguage = gl->IsGLES() ? SH_ESSL_OUTPUT : SH_GLSL_OUTPUT;
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bool useShaderSourceTranslation = true;
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if (shader->NeedsTranslation() && mShaderValidation) {
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@ -3526,7 +3526,7 @@ GLenum WebGLContext::CheckedTexImage2D(GLenum target,
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// convert type for half float if not on GLES2
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GLenum realType = type;
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if (realType == LOCAL_GL_HALF_FLOAT_OES && !gl->IsGLES2()) {
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if (realType == LOCAL_GL_HALF_FLOAT_OES && !gl->IsGLES()) {
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realType = LOCAL_GL_HALF_FLOAT;
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}
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@ -3608,7 +3608,7 @@ WebGLContext::TexImage2D_base(GLenum target, GLint level, GLenum internalformat,
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// Handle ES2 and GL differences in floating point internal formats. Note that
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// format == internalformat, as checked above and as required by ES.
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internalformat = InternalFormatForFormatAndType(format, type, gl->IsGLES2());
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internalformat = InternalFormatForFormatAndType(format, type, gl->IsGLES());
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// Handle ES2 and GL differences when supporting sRGB internal formats. GL ES
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// requires that format == internalformat, but GL will fail in this case.
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@ -3616,7 +3616,7 @@ WebGLContext::TexImage2D_base(GLenum target, GLint level, GLenum internalformat,
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// format -> internalformat
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// GL_RGB GL_SRGB_EXT
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// GL_RGBA GL_SRGB_ALPHA_EXT
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if (!gl->IsGLES2()) {
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if (!gl->IsGLES()) {
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switch (internalformat) {
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case LOCAL_GL_SRGB_EXT:
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format = LOCAL_GL_RGB;
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@ -1631,7 +1631,7 @@ WebGLContext::InitAndValidateGL()
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MakeContextCurrent();
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// on desktop OpenGL, we always keep vertex attrib 0 array enabled
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if (!gl->IsGLES2()) {
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if (!gl->IsGLES()) {
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gl->fEnableVertexAttribArray(0);
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}
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@ -1729,7 +1729,7 @@ WebGLContext::InitAndValidateGL()
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// Always 1 for GLES2
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mMaxFramebufferColorAttachments = 1;
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if (!gl->IsGLES2()) {
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if (!gl->IsGLES()) {
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// gl_PointSize is always available in ES2 GLSL, but has to be
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// specifically enabled on desktop GLSL.
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gl->fEnable(LOCAL_GL_VERTEX_PROGRAM_POINT_SIZE);
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@ -35,7 +35,7 @@ WebGLContext::VertexAttrib1f(GLuint index, GLfloat x0)
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mVertexAttrib0Vector[1] = 0;
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mVertexAttrib0Vector[2] = 0;
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mVertexAttrib0Vector[3] = 1;
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if (gl->IsGLES2())
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if (gl->IsGLES())
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gl->fVertexAttrib1f(index, x0);
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}
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}
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@ -55,7 +55,7 @@ WebGLContext::VertexAttrib2f(GLuint index, GLfloat x0, GLfloat x1)
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mVertexAttrib0Vector[1] = x1;
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mVertexAttrib0Vector[2] = 0;
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mVertexAttrib0Vector[3] = 1;
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if (gl->IsGLES2())
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if (gl->IsGLES())
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gl->fVertexAttrib2f(index, x0, x1);
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}
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}
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@ -75,7 +75,7 @@ WebGLContext::VertexAttrib3f(GLuint index, GLfloat x0, GLfloat x1, GLfloat x2)
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mVertexAttrib0Vector[1] = x1;
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mVertexAttrib0Vector[2] = x2;
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mVertexAttrib0Vector[3] = 1;
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if (gl->IsGLES2())
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if (gl->IsGLES())
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gl->fVertexAttrib3f(index, x0, x1, x2);
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}
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}
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@ -96,7 +96,7 @@ WebGLContext::VertexAttrib4f(GLuint index, GLfloat x0, GLfloat x1,
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mVertexAttrib0Vector[1] = x1;
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mVertexAttrib0Vector[2] = x2;
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mVertexAttrib0Vector[3] = x3;
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if (gl->IsGLES2())
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if (gl->IsGLES())
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gl->fVertexAttrib4f(index, x0, x1, x2, x3);
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}
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}
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@ -117,7 +117,7 @@ WebGLContext::VertexAttrib1fv_base(GLuint idx, uint32_t arrayLength,
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mVertexAttrib0Vector[1] = GLfloat(0);
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mVertexAttrib0Vector[2] = GLfloat(0);
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mVertexAttrib0Vector[3] = GLfloat(1);
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if (gl->IsGLES2())
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if (gl->IsGLES())
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gl->fVertexAttrib1fv(idx, ptr);
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}
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}
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@ -137,7 +137,7 @@ WebGLContext::VertexAttrib2fv_base(GLuint idx, uint32_t arrayLength,
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mVertexAttrib0Vector[1] = ptr[1];
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mVertexAttrib0Vector[2] = GLfloat(0);
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mVertexAttrib0Vector[3] = GLfloat(1);
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if (gl->IsGLES2())
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if (gl->IsGLES())
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gl->fVertexAttrib2fv(idx, ptr);
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}
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}
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@ -157,7 +157,7 @@ WebGLContext::VertexAttrib3fv_base(GLuint idx, uint32_t arrayLength,
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mVertexAttrib0Vector[1] = ptr[1];
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mVertexAttrib0Vector[2] = ptr[2];
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mVertexAttrib0Vector[3] = GLfloat(1);
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if (gl->IsGLES2())
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if (gl->IsGLES())
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gl->fVertexAttrib3fv(idx, ptr);
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}
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}
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@ -177,7 +177,7 @@ WebGLContext::VertexAttrib4fv_base(GLuint idx, uint32_t arrayLength,
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mVertexAttrib0Vector[1] = ptr[1];
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mVertexAttrib0Vector[2] = ptr[2];
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mVertexAttrib0Vector[3] = ptr[3];
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if (gl->IsGLES2())
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if (gl->IsGLES())
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gl->fVertexAttrib4fv(idx, ptr);
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}
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}
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@ -211,7 +211,7 @@ WebGLContext::DisableVertexAttribArray(GLuint index)
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MakeContextCurrent();
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InvalidateBufferFetching();
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if (index || gl->IsGLES2())
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if (index || gl->IsGLES())
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gl->fDisableVertexAttribArray(index);
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MOZ_ASSERT(mBoundVertexArray->HasAttrib(index)); // should have been validated earlier
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@ -890,7 +890,7 @@ FinalizeDrawAndReadBuffers(GLContext* aGL, bool aColorBufferDefined)
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//
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// Note that this test is not performed if OpenGL 4.2 or ARB_ES2_compatibility is
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// available.
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if (aGL->IsGLES2() ||
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if (aGL->IsGLES() ||
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aGL->IsSupported(GLFeature::ES2_compatibility) ||
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aGL->IsAtLeast(ContextProfile::OpenGL, 420))
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{
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@ -16,7 +16,7 @@ using namespace mozilla::gl;
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static GLenum
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DepthStencilDepthFormat(GLContext* gl) {
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// We might not be able to get 24-bit, so let's pretend!
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if (gl->IsGLES2() && !gl->IsExtensionSupported(gl::GLContext::OES_depth24))
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if (gl->IsGLES() && !gl->IsExtensionSupported(gl::GLContext::OES_depth24))
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return LOCAL_GL_DEPTH_COMPONENT16;
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return LOCAL_GL_DEPTH_COMPONENT24;
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@ -125,7 +125,7 @@ WebGLTexture::Bind(GLenum aTarget) {
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// thanks to the WebKit people for finding this out: GL_TEXTURE_WRAP_R is not
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// present in GLES 2, but is present in GL and it seems as if for cube maps
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// we need to set it to GL_CLAMP_TO_EDGE to get the expected GLES behavior.
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if (mTarget == LOCAL_GL_TEXTURE_CUBE_MAP && !mContext->gl->IsGLES2())
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if (mTarget == LOCAL_GL_TEXTURE_CUBE_MAP && !mContext->gl->IsGLES())
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mContext->gl->fTexParameteri(mTarget, LOCAL_GL_TEXTURE_WRAP_R, LOCAL_GL_CLAMP_TO_EDGE);
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}
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@ -484,7 +484,7 @@ GLContext::InitWithPrefix(const char *prefix, bool trygl)
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// Load OpenGL ES 2.0 symbols, or desktop if we aren't using ES 2.
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if (mInitialized) {
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if (IsGLES2()) {
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if (IsGLES()) {
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SymLoadStruct symbols_ES2[] = {
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{ (PRFuncPtr*) &mSymbols.fGetShaderPrecisionFormat, { "GetShaderPrecisionFormat", nullptr } },
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{ (PRFuncPtr*) &mSymbols.fClearDepthf, { "ClearDepthf", nullptr } },
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@ -1338,7 +1338,7 @@ GLContext::ChooseGLFormats(const SurfaceCaps& caps) const
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// If we're on ES2 hardware and we have an explicit request for 16 bits of color or less
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// OR we don't support full 8-bit color, return a 4444 or 565 format.
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bool bpp16 = caps.bpp16;
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if (IsGLES2()) {
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if (IsGLES()) {
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if (!IsExtensionSupported(OES_rgb8_rgba8))
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bpp16 = true;
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} else {
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@ -1348,7 +1348,7 @@ GLContext::ChooseGLFormats(const SurfaceCaps& caps) const
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}
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if (bpp16) {
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MOZ_ASSERT(IsGLES2());
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MOZ_ASSERT(IsGLES());
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if (caps.alpha) {
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formats.color_texInternalFormat = LOCAL_GL_RGBA;
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formats.color_texFormat = LOCAL_GL_RGBA;
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@ -1364,11 +1364,11 @@ GLContext::ChooseGLFormats(const SurfaceCaps& caps) const
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formats.color_texType = LOCAL_GL_UNSIGNED_BYTE;
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if (caps.alpha) {
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formats.color_texInternalFormat = IsGLES2() ? LOCAL_GL_RGBA : LOCAL_GL_RGBA8;
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formats.color_texInternalFormat = IsGLES() ? LOCAL_GL_RGBA : LOCAL_GL_RGBA8;
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formats.color_texFormat = LOCAL_GL_RGBA;
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formats.color_rbFormat = LOCAL_GL_RGBA8;
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} else {
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formats.color_texInternalFormat = IsGLES2() ? LOCAL_GL_RGB : LOCAL_GL_RGB8;
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formats.color_texInternalFormat = IsGLES() ? LOCAL_GL_RGB : LOCAL_GL_RGB8;
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formats.color_texFormat = LOCAL_GL_RGB;
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formats.color_rbFormat = LOCAL_GL_RGB8;
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}
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@ -1387,12 +1387,12 @@ GLContext::ChooseGLFormats(const SurfaceCaps& caps) const
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// Be clear that these are 0 if unavailable.
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formats.depthStencil = 0;
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if (!IsGLES2() || IsExtensionSupported(OES_packed_depth_stencil)) {
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if (!IsGLES() || IsExtensionSupported(OES_packed_depth_stencil)) {
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formats.depthStencil = LOCAL_GL_DEPTH24_STENCIL8;
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}
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formats.depth = 0;
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if (IsGLES2()) {
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if (IsGLES()) {
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if (IsExtensionSupported(OES_depth24)) {
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formats.depth = LOCAL_GL_DEPTH_COMPONENT24;
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} else {
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@ -1780,7 +1780,7 @@ public:
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private:
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void raw_fGetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision) {
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MOZ_ASSERT(IsGLES2());
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MOZ_ASSERT(IsGLES());
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BEFORE_GL_CALL;
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ASSERT_SYMBOL_PRESENT(fGetShaderPrecisionFormat);
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@ -1790,7 +1790,7 @@ private:
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public:
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void fGetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision) {
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if (IsGLES2()) {
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if (IsGLES()) {
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raw_fGetShaderPrecisionFormat(shadertype, precisiontype, range, precision);
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} else {
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// Fall back to automatic values because almost all desktop hardware supports the OpenGL standard precisions.
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@ -1878,7 +1878,7 @@ public:
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private:
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void raw_fDepthRange(GLclampf a, GLclampf b) {
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MOZ_ASSERT(!IsGLES2());
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MOZ_ASSERT(!IsGLES());
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BEFORE_GL_CALL;
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ASSERT_SYMBOL_PRESENT(fDepthRange);
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@ -1887,7 +1887,7 @@ private:
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}
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void raw_fDepthRangef(GLclampf a, GLclampf b) {
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MOZ_ASSERT(IsGLES2());
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MOZ_ASSERT(IsGLES());
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BEFORE_GL_CALL;
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ASSERT_SYMBOL_PRESENT(fDepthRangef);
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@ -1896,7 +1896,7 @@ private:
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}
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void raw_fClearDepth(GLclampf v) {
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MOZ_ASSERT(!IsGLES2());
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MOZ_ASSERT(!IsGLES());
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BEFORE_GL_CALL;
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ASSERT_SYMBOL_PRESENT(fClearDepth);
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@ -1905,7 +1905,7 @@ private:
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}
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void raw_fClearDepthf(GLclampf v) {
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MOZ_ASSERT(IsGLES2());
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MOZ_ASSERT(IsGLES());
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BEFORE_GL_CALL;
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ASSERT_SYMBOL_PRESENT(fClearDepthf);
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@ -1915,7 +1915,7 @@ private:
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public:
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void fDepthRange(GLclampf a, GLclampf b) {
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if (IsGLES2()) {
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if (IsGLES()) {
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raw_fDepthRangef(a, b);
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} else {
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raw_fDepthRange(a, b);
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@ -1923,7 +1923,7 @@ public:
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}
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void fClearDepth(GLclampf v) {
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if (IsGLES2()) {
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if (IsGLES()) {
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raw_fClearDepthf(v);
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} else {
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raw_fClearDepth(v);
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@ -168,7 +168,7 @@ GetActualReadFormats(GLContext* gl,
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}
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bool fallback = true;
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if (gl->IsGLES2()) {
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if (gl->IsGLES()) {
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GLenum auxFormat = 0;
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GLenum auxType = 0;
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@ -768,7 +768,7 @@ GLReadTexImageHelper::ReadTexImage(GLuint aTextureId,
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mGL->fBindRenderbuffer(LOCAL_GL_RENDERBUFFER, rb);
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GLenum rbInternalFormat =
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mGL->IsGLES2()
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mGL->IsGLES()
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? (mGL->IsExtensionSupported(GLContext::OES_rgb8_rgba8) ? LOCAL_GL_RGBA8 : LOCAL_GL_RGBA4)
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: LOCAL_GL_RGBA;
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mGL->fRenderbufferStorage(LOCAL_GL_RENDERBUFFER, rbInternalFormat, aSize.width, aSize.height);
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@ -225,7 +225,7 @@ TexSubImage2DHelper(GLContext *gl,
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GLint pixelsize, GLenum format,
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GLenum type, const GLvoid* pixels)
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{
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if (gl->IsGLES2()) {
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if (gl->IsGLES()) {
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if (stride == width * pixelsize) {
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gl->fPixelStorei(LOCAL_GL_UNPACK_ALIGNMENT,
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std::min(GetAddressAlignment((ptrdiff_t)pixels),
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@ -278,7 +278,7 @@ TexImage2DHelper(GLContext *gl,
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GLint pixelsize, GLint border, GLenum format,
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GLenum type, const GLvoid *pixels)
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{
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if (gl->IsGLES2()) {
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if (gl->IsGLES()) {
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NS_ASSERTION(format == (GLenum)internalformat,
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"format and internalformat not the same for glTexImage2D on GLES2");
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@ -322,7 +322,7 @@ const GLubyte* glGetString_mozilla(GrGLenum name)
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// on the GL implementation and change them to match what GLContext actually exposes.
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if (name == LOCAL_GL_VERSION) {
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if (sGLContext.get()->IsGLES2()) {
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if (sGLContext.get()->IsGLES()) {
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return reinterpret_cast<const GLubyte*>("OpenGL ES 2.0");
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} else {
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return reinterpret_cast<const GLubyte*>("2.0");
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@ -336,7 +336,7 @@ const GLubyte* glGetString_mozilla(GrGLenum name)
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if (!extensionsStringBuilt) {
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extensionsString[0] = '\0';
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if (sGLContext.get()->IsGLES2()) {
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if (sGLContext.get()->IsGLES()) {
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// OES is only applicable to GLES2
|
||||
if (sGLContext.get()->IsExtensionSupported(GLContext::OES_packed_depth_stencil)) {
|
||||
strcat(extensionsString, "GL_OES_packed_depth_stencil ");
|
||||
@ -384,7 +384,7 @@ const GLubyte* glGetString_mozilla(GrGLenum name)
|
||||
return reinterpret_cast<const GLubyte*>(extensionsString);
|
||||
|
||||
} else if (name == LOCAL_GL_SHADING_LANGUAGE_VERSION) {
|
||||
if (sGLContext.get()->IsGLES2()) {
|
||||
if (sGLContext.get()->IsGLES()) {
|
||||
return reinterpret_cast<const GLubyte*>("OpenGL ES GLSL ES 1.0");
|
||||
} else {
|
||||
return reinterpret_cast<const GLubyte*>("1.10");
|
||||
@ -770,7 +770,7 @@ static GrGLInterface* CreateGrGLInterfaceFromGLContext(GLContext* context)
|
||||
context->MakeCurrent();
|
||||
|
||||
// We support both desktop GL and GLES2
|
||||
if (context->IsGLES2()) {
|
||||
if (context->IsGLES()) {
|
||||
i->fStandard = kGLES_GrGLStandard;
|
||||
} else {
|
||||
i->fStandard = kGL_GrGLStandard;
|
||||
|
@ -282,7 +282,7 @@ CompositorOGL::Initialize()
|
||||
LOCAL_GL_NONE
|
||||
};
|
||||
|
||||
if (!mGLContext->IsGLES2()) {
|
||||
if (!mGLContext->IsGLES()) {
|
||||
// No TEXTURE_RECTANGLE_ARB available on ES2
|
||||
textureTargets[1] = LOCAL_GL_TEXTURE_RECTANGLE_ARB;
|
||||
}
|
||||
@ -734,7 +734,7 @@ CompositorOGL::CreateFBOWithTexture(const IntRect& aRect, bool aCopyFromSource,
|
||||
GetFrameBufferInternalFormat(gl(), aSourceFrameBuffer, mWidget);
|
||||
|
||||
bool isFormatCompatibleWithRGBA
|
||||
= gl()->IsGLES2() ? (format == LOCAL_GL_RGBA)
|
||||
= gl()->IsGLES() ? (format == LOCAL_GL_RGBA)
|
||||
: true;
|
||||
|
||||
if (isFormatCompatibleWithRGBA) {
|
||||
@ -1193,19 +1193,19 @@ CompositorOGL::EndFrame()
|
||||
// Unbind all textures
|
||||
mGLContext->fActiveTexture(LOCAL_GL_TEXTURE0);
|
||||
mGLContext->fBindTexture(LOCAL_GL_TEXTURE_2D, 0);
|
||||
if (!mGLContext->IsGLES2()) {
|
||||
if (!mGLContext->IsGLES()) {
|
||||
mGLContext->fBindTexture(LOCAL_GL_TEXTURE_RECTANGLE_ARB, 0);
|
||||
}
|
||||
|
||||
mGLContext->fActiveTexture(LOCAL_GL_TEXTURE1);
|
||||
mGLContext->fBindTexture(LOCAL_GL_TEXTURE_2D, 0);
|
||||
if (!mGLContext->IsGLES2()) {
|
||||
if (!mGLContext->IsGLES()) {
|
||||
mGLContext->fBindTexture(LOCAL_GL_TEXTURE_RECTANGLE_ARB, 0);
|
||||
}
|
||||
|
||||
mGLContext->fActiveTexture(LOCAL_GL_TEXTURE2);
|
||||
mGLContext->fBindTexture(LOCAL_GL_TEXTURE_2D, 0);
|
||||
if (!mGLContext->IsGLES2()) {
|
||||
if (!mGLContext->IsGLES()) {
|
||||
mGLContext->fBindTexture(LOCAL_GL_TEXTURE_RECTANGLE_ARB, 0);
|
||||
}
|
||||
}
|
||||
@ -1320,7 +1320,7 @@ CompositorOGL::CopyToTarget(DrawTarget *aTarget, const gfx::Matrix& aTransform)
|
||||
|
||||
mGLContext->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, 0);
|
||||
|
||||
if (!mGLContext->IsGLES2()) {
|
||||
if (!mGLContext->IsGLES()) {
|
||||
// GLES2 promises that binding to any custom FBO will attach
|
||||
// to GL_COLOR_ATTACHMENT0 attachment point.
|
||||
mGLContext->fReadBuffer(LOCAL_GL_BACK);
|
||||
|
Loading…
Reference in New Issue
Block a user