Index: cc/gl_renderer.cc |
diff --git a/cc/gl_renderer.cc b/cc/gl_renderer.cc |
index 55e2846296f3a7e7e0746a2137c59cf838b30c43..c9be888ac8d7e0f0fe21674cdd9d08193738e52c 100644 |
--- a/cc/gl_renderer.cc |
+++ b/cc/gl_renderer.cc |
@@ -242,6 +242,7 @@ void GLRenderer::beginDrawingFrame(DrawingFrame& frame) |
GLC(m_context, m_context->colorMask(true, true, true, true)); |
GLC(m_context, m_context->enable(GL_BLEND)); |
GLC(m_context, m_context->blendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA)); |
+ GLC(context(), context()->activeTexture(GL_TEXTURE0)); |
} |
void GLRenderer::doNoOp() |
@@ -573,7 +574,6 @@ void GLRenderer::drawRenderPassQuad(DrawingFrame& frame, const RenderPassDrawQua |
// FIXME: use the backgroundTexture and blend the background in with this draw instead of having a separate copy of the background texture. |
- GLC(context(), context()->activeTexture(GL_TEXTURE0)); |
context()->bindTexture(GL_TEXTURE_2D, contentsTextureId); |
int shaderQuadLocation = -1; |
@@ -759,7 +759,6 @@ void GLRenderer::drawTileQuad(const DrawingFrame& frame, const TileDrawQuad* qua |
GLC(context(), context()->useProgram(uniforms.program)); |
GLC(context(), context()->uniform1i(uniforms.samplerLocation, 0)); |
- GLC(context(), context()->activeTexture(GL_TEXTURE0)); |
ResourceProvider::ScopedReadLockGL quadResourceLock(m_resourceProvider, quad->resourceId()); |
GLC(context(), context()->bindTexture(GL_TEXTURE_2D, quadResourceLock.textureId())); |
GLC(context(), context()->texParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, quad->textureFilter())); |
@@ -925,7 +924,6 @@ void GLRenderer::drawStreamVideoQuad(const DrawingFrame& frame, const StreamVide |
toGLMatrix(&glMatrix[0], quad->matrix()); |
GLC(context(), context()->uniformMatrix4fv(program->vertexShader().texMatrixLocation(), 1, false, glMatrix)); |
- GLC(context(), context()->activeTexture(GL_TEXTURE0)); |
GLC(context(), context()->bindTexture(GL_TEXTURE_EXTERNAL_OES, quad->textureId())); |
GLC(context(), context()->uniform1i(program->fragmentShader().samplerLocation(), 0)); |
@@ -970,7 +968,6 @@ void GLRenderer::drawTextureQuad(const DrawingFrame& frame, const TextureDrawQua |
const gfx::RectF& uvRect = quad->uvRect(); |
GLC(context(), context()->uniform4f(binding.texTransformLocation, uvRect.x(), uvRect.y(), uvRect.width(), uvRect.height())); |
- GLC(context(), context()->activeTexture(GL_TEXTURE0)); |
ResourceProvider::ScopedReadLockGL quadResourceLock(m_resourceProvider, quad->resourceId()); |
GLC(context(), context()->bindTexture(GL_TEXTURE_2D, quadResourceLock.textureId())); |
@@ -1012,7 +1009,6 @@ void GLRenderer::drawIOSurfaceQuad(const DrawingFrame& frame, const IOSurfaceDra |
else |
GLC(context(), context()->uniform4f(binding.texTransformLocation, 0, 0, quad->ioSurfaceSize().width(), quad->ioSurfaceSize().height())); |
- GLC(context(), context()->activeTexture(GL_TEXTURE0)); |
GLC(context(), context()->bindTexture(GL_TEXTURE_RECTANGLE_ARB, quad->ioSurfaceTextureId())); |
setShaderOpacity(quad->opacity(), binding.alphaLocation); |
@@ -1092,7 +1088,6 @@ void GLRenderer::copyTextureToFramebuffer(const DrawingFrame& frame, int texture |
{ |
const RenderPassProgram* program = renderPassProgram(); |
- GLC(context(), context()->activeTexture(GL_TEXTURE0)); |
GLC(context(), context()->bindTexture(GL_TEXTURE_2D, textureId)); |
GLC(context(), context()->texParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)); |
GLC(context(), context()->texParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)); |