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 79478 2dcf884ff0f8c4b40a1f79f417e12e8c22dde92a
parent 79477 c4e4af6b7ae42c8a59516935f18a47875211f2df
child 79479 b6a3f81fc029e69589ab09f07788b9eb6b40c6d2
push id21408
push userkhuey@mozilla.com
push dateTue, 01 Nov 2011 14:32:20 +0000
treeherdermozilla-central@cd9add22f090 [default view] [failures only]
perfherder[talos] [build metrics] [platform microbench] (compared to previous push)
reviewersajuma
bugs698137
milestone10.0a1
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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);