Bug 1075305 - WebGL2 - remove WebGL prefix from WebGLTexture::ImageInfo.; r=bjacob
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@@ -80,7 +80,7 @@ WebGLFramebuffer::Attachment::HasAlpha() const
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MOZ_ASSERT(HasImage());
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if (Texture() && Texture()->HasImageInfoAt(mTexImageTarget, mTexImageLevel))
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return FormatHasAlpha(Texture()->ImageInfoAt(mTexImageTarget, mTexImageLevel).WebGLInternalFormat());
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return FormatHasAlpha(Texture()->ImageInfoAt(mTexImageTarget, mTexImageLevel).InternalFormat());
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else if (Renderbuffer())
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return FormatHasAlpha(Renderbuffer()->InternalFormat());
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else return false;
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@@ -97,7 +97,7 @@ WebGLFramebuffer::GetFormatForAttachment(const WebGLFramebuffer::Attachment& att
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MOZ_ASSERT(tex.HasImageInfoAt(attachment.ImageTarget(), 0));
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const WebGLTexture::ImageInfo& imgInfo = tex.ImageInfoAt(attachment.ImageTarget(), 0);
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return imgInfo.WebGLInternalFormat().get();
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return imgInfo.InternalFormat().get();
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}
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if (attachment.Renderbuffer())
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@@ -111,7 +111,7 @@ WebGLFramebuffer::Attachment::IsReadableFloat() const
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{
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const WebGLTexture* tex = Texture();
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if (tex && tex->HasImageInfoAt(mTexImageTarget, mTexImageLevel)) {
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GLenum type = tex->ImageInfoAt(mTexImageTarget, mTexImageLevel).WebGLType().get();
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GLenum type = tex->ImageInfoAt(mTexImageTarget, mTexImageLevel).Type().get();
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switch (type) {
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case LOCAL_GL_FLOAT:
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case LOCAL_GL_HALF_FLOAT_OES:
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@@ -331,23 +331,23 @@ WebGLFramebuffer::Attachment::IsComplete() const
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MOZ_ASSERT(Texture()->HasImageInfoAt(mTexImageTarget, mTexImageLevel));
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const WebGLTexture::ImageInfo& imageInfo =
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Texture()->ImageInfoAt(mTexImageTarget, mTexImageLevel);
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GLenum webGLFormat = imageInfo.WebGLInternalFormat().get();
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GLenum internalformat = imageInfo.InternalFormat().get();
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if (mAttachmentPoint == LOCAL_GL_DEPTH_ATTACHMENT)
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return IsValidFBOTextureDepthFormat(webGLFormat);
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return IsValidFBOTextureDepthFormat(internalformat);
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if (mAttachmentPoint == LOCAL_GL_STENCIL_ATTACHMENT)
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return false; // Textures can't have the correct format for stencil buffers
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if (mAttachmentPoint == LOCAL_GL_DEPTH_STENCIL_ATTACHMENT) {
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return IsValidFBOTextureDepthStencilFormat(webGLFormat);
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return IsValidFBOTextureDepthStencilFormat(internalformat);
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}
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if (mAttachmentPoint >= LOCAL_GL_COLOR_ATTACHMENT0 &&
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mAttachmentPoint <= FBAttachment(LOCAL_GL_COLOR_ATTACHMENT0 - 1 +
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WebGLContext::kMaxColorAttachments))
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{
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return IsValidFBOTextureColorFormat(webGLFormat);
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return IsValidFBOTextureColorFormat(internalformat);
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}
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MOZ_ASSERT(false, "Invalid WebGL attachment point?");
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return false;
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