Loading dom/canvas/WebGLTextureUpload.cpp +5 −13 Original line number Diff line number Diff line Loading @@ -2072,18 +2072,10 @@ WebGLTexture::CopyTexImage2D(TexImageTarget target, GLint level, GLenum internal Intersect(srcWidth, x, width, &readX, &writeX, &rwWidth); Intersect(srcHeight, y, height, &readY, &writeY, &rwHeight); const auto& idealUnpack = dstUsage->idealUnpack; const auto& driverInternalFormat = idealUnpack->internalFormat; GLenum error = DoCopyTexImage2D(gl, target, level, driverInternalFormat, x, y, width, height); do { if (rwWidth == uint32_t(width) && rwHeight == uint32_t(height)) break; if (error) break; GLenum error; if (rwWidth == uint32_t(width) && rwHeight == uint32_t(height)) { error = DoCopyTexImage2D(gl, target, level, internalFormat, x, y, width, height); } else { // 1. Zero the texture data. // 2. CopyTexSubImage the subrect. Loading @@ -2104,7 +2096,7 @@ WebGLTexture::CopyTexImage2D(TexImageTarget target, GLint level, GLenum internal error = DoCopyTexSubImage(gl, target, level, writeX, writeY, zOffset, readX, readY, rwWidth, rwHeight); } while (false); } if (error == LOCAL_GL_OUT_OF_MEMORY) { mContext->ErrorOutOfMemory("%s: Ran out of memory during texture copy.", Loading Loading
dom/canvas/WebGLTextureUpload.cpp +5 −13 Original line number Diff line number Diff line Loading @@ -2072,18 +2072,10 @@ WebGLTexture::CopyTexImage2D(TexImageTarget target, GLint level, GLenum internal Intersect(srcWidth, x, width, &readX, &writeX, &rwWidth); Intersect(srcHeight, y, height, &readY, &writeY, &rwHeight); const auto& idealUnpack = dstUsage->idealUnpack; const auto& driverInternalFormat = idealUnpack->internalFormat; GLenum error = DoCopyTexImage2D(gl, target, level, driverInternalFormat, x, y, width, height); do { if (rwWidth == uint32_t(width) && rwHeight == uint32_t(height)) break; if (error) break; GLenum error; if (rwWidth == uint32_t(width) && rwHeight == uint32_t(height)) { error = DoCopyTexImage2D(gl, target, level, internalFormat, x, y, width, height); } else { // 1. Zero the texture data. // 2. CopyTexSubImage the subrect. Loading @@ -2104,7 +2096,7 @@ WebGLTexture::CopyTexImage2D(TexImageTarget target, GLint level, GLenum internal error = DoCopyTexSubImage(gl, target, level, writeX, writeY, zOffset, readX, readY, rwWidth, rwHeight); } while (false); } if (error == LOCAL_GL_OUT_OF_MEMORY) { mContext->ErrorOutOfMemory("%s: Ran out of memory during texture copy.", Loading