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Diffstat (limited to 'src/gui/opengl/qopenglframebufferobject.cpp')
-rw-r--r--src/gui/opengl/qopenglframebufferobject.cpp8
1 files changed, 4 insertions, 4 deletions
diff --git a/src/gui/opengl/qopenglframebufferobject.cpp b/src/gui/opengl/qopenglframebufferobject.cpp
index 20f1d06895..0831ca32a0 100644
--- a/src/gui/opengl/qopenglframebufferobject.cpp
+++ b/src/gui/opengl/qopenglframebufferobject.cpp
@@ -602,7 +602,7 @@ void QOpenGLFramebufferObjectPrivate::initDepthStencilAttachments(QOpenGLContext
const int samples = requestedSamples;
// free existing attachments
-#ifdef Q_OS_HTML5
+#ifdef Q_OS_WASM
if (depth_buffer_guard) {
funcs.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, 0);
depth_buffer_guard->free();
@@ -628,7 +628,7 @@ void QOpenGLFramebufferObjectPrivate::initDepthStencilAttachments(QOpenGLContext
// In practice, a combined depth-stencil buffer is supported by all desktop platforms, while a
// separate stencil buffer is not. On embedded devices however, a combined depth-stencil buffer
// might not be supported while separate buffers are, according to QTBUG-12861.
-#ifdef Q_OS_HTML5
+#ifdef Q_OS_WASM
// WebGL doesn't allow separately attach buffers to
// STENCIL_ATTACHMENT and DEPTH_ATTACHMENT
if (attachment == QOpenGLFramebufferObject::CombinedDepthStencil) {
@@ -747,12 +747,12 @@ void QOpenGLFramebufferObjectPrivate::initDepthStencilAttachments(QOpenGLContext
stencil_buffer = 0;
}
}
-#endif //Q_OS_HTML5
+#endif //Q_OS_WASM
// The FBO might have become valid after removing the depth or stencil buffer.
valid = checkFramebufferStatus(ctx);
-#ifdef Q_OS_HTML5
+#ifdef Q_OS_WASM
if (depth_buffer) {
#else
if (depth_buffer && stencil_buffer) {