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authorAnthony Ramine <n.oxyde@gmail.com>2018-04-09 11:46:12 +0200
committerAnthony Ramine <n.oxyde@gmail.com>2018-04-09 11:46:12 +0200
commit68898f4ebd1a9112b7281ec766a725e24c62205e (patch)
tree64318d070d36b80e5f08758ac4257b57313a19df
parente460b4ab8a9abfe70d0cac9cf03160510f791b7c (diff)
downloadservo-68898f4ebd1a9112b7281ec766a725e24c62205e.tar.gz
servo-68898f4ebd1a9112b7281ec766a725e24c62205e.zip
Fix the error emitted for invalid targets in WebGLTexture::bind
It doesn't actually matter because this is only called from WebGLRenderingContext::BindTexture, which already checks the target, but better be safe than sorry.
-rw-r--r--components/script/dom/webgltexture.rs2
1 files changed, 1 insertions, 1 deletions
diff --git a/components/script/dom/webgltexture.rs b/components/script/dom/webgltexture.rs
index ef980c75211..45b26997bc3 100644
--- a/components/script/dom/webgltexture.rs
+++ b/components/script/dom/webgltexture.rs
@@ -109,7 +109,7 @@ impl WebGLTexture {
let face_count = match target {
constants::TEXTURE_2D => 1,
constants::TEXTURE_CUBE_MAP => 6,
- _ => return Err(WebGLError::InvalidOperation)
+ _ => return Err(WebGLError::InvalidEnum)
};
self.face_count.set(face_count);
self.target.set(Some(target));