Bug 698137 - Set texture unit before binding FPS texture. r=ajuma
authorBenoit Girard <b56girard@gmail.com>
Mon, 31 Oct 2011 15:04:09 -0400
changeset 79454 2dcf884ff0f8c4b40a1f79f417e12e8c22dde92a
parent 79453 c4e4af6b7ae42c8a59516935f18a47875211f2df
child 79455 b6a3f81fc029e69589ab09f07788b9eb6b40c6d2
push id3015
push userb56girard@gmail.com
push dateMon, 31 Oct 2011 19:06:33 +0000
treeherdermozilla-inbound@2dcf884ff0f8 [default view] [failures only]
perfherder[talos] [build metrics] [platform microbench] (compared to previous push)
reviewersajuma
bugs698137
milestone10.0a1
first release with
nightly linux32
nightly linux64
nightly mac
nightly win32
nightly win64
last release without
nightly linux32
nightly linux64
nightly mac
nightly win32
nightly win64
Bug 698137 - Set texture unit before binding FPS texture. r=ajuma
gfx/layers/opengl/LayerManagerOGL.cpp
--- a/gfx/layers/opengl/LayerManagerOGL.cpp
+++ b/gfx/layers/opengl/LayerManagerOGL.cpp
@@ -640,16 +640,17 @@ LayerManagerOGL::FPSState::DrawFPS(GLCon
     (v1 * 4.f + 4) / 64, 7.f / 8,
     (v1 * 4.f + 4) / 64, 0.0f,
   };
 
   // Turn necessary features on
   context->fEnable(LOCAL_GL_BLEND);
   context->fBlendFunc(LOCAL_GL_ONE, LOCAL_GL_SRC_COLOR);
 
+  context->fActiveTexture(LOCAL_GL_TEXTURE0);
   context->fBindTexture(LOCAL_GL_TEXTURE_2D, texture);
 
   copyprog->Activate();
   copyprog->SetTextureUnit(0);
 
   // we're going to use client-side vertex arrays for this.
   context->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, 0);