Fixing bustage
authorRobert O'Callahan <robert@ocallahan.org>
Fri, 18 Jun 2010 21:40:11 +1200
changeset 43780 979b65e6b73ed61a5d4ead6b8bc5596c08f54af7
parent 43779 5a07f228795b3505ca84c73840e45062b8323e1f
child 43782 0804038919c27b888619ae0371e1fbe7dfb36c62
push id13899
push userrocallahan@mozilla.com
push dateFri, 18 Jun 2010 09:40:20 +0000
treeherdermozilla-central@979b65e6b73e [default view] [failures only]
perfherder[talos] [build metrics] [platform microbench] (compared to previous push)
milestone1.9.3a6pre
first release with
nightly linux32
979b65e6b73e / 3.7a6pre / 20100618031333 / files
nightly linux64
979b65e6b73e / 3.7a6pre / 20100618030805 / files
nightly mac
979b65e6b73e / 3.7a6pre / 20100618030919 / files
nightly win32
979b65e6b73e / 3.7a6pre / 20100618040705 / files
nightly win64
979b65e6b73e / 3.7a6pre / 20100618042039 / files
last release without
nightly linux32
nightly linux64
nightly mac
nightly win32
nightly win64
releases
nightly linux32
nightly linux64
nightly mac
nightly win32
nightly win64
Fixing bustage
gfx/layers/opengl/CanvasLayerOGL.cpp
--- a/gfx/layers/opengl/CanvasLayerOGL.cpp
+++ b/gfx/layers/opengl/CanvasLayerOGL.cpp
@@ -175,17 +175,18 @@ CanvasLayerOGL::Updated(const nsIntRect&
                            mUpdatedRect.width,
                            mUpdatedRect.height,
                            LOCAL_GL_RGBA,
                            LOCAL_GL_UNSIGNED_BYTE,
                            updatedAreaImageSurface->Data());
     }
   } else if (mCanvasGLContext) {
     // we just need to create a texture that we'll use, the first time through
-    if (mTexture == 0) {
+    PRBool newTexture = mTexture == 0;
+    if (newTexture) {
       gl()->fGenTextures(1, (GLuint*)&mTexture);
 
       gl()->fBindTexture(LOCAL_GL_TEXTURE_2D, mTexture);
 
       gl()->fTexParameteri(LOCAL_GL_TEXTURE_2D, LOCAL_GL_TEXTURE_MIN_FILTER, LOCAL_GL_LINEAR);
       gl()->fTexParameteri(LOCAL_GL_TEXTURE_2D, LOCAL_GL_TEXTURE_MAG_FILTER, LOCAL_GL_LINEAR);
       gl()->fTexParameteri(LOCAL_GL_TEXTURE_2D, LOCAL_GL_TEXTURE_WRAP_S, LOCAL_GL_CLAMP_TO_EDGE);
       gl()->fTexParameteri(LOCAL_GL_TEXTURE_2D, LOCAL_GL_TEXTURE_WRAP_T, LOCAL_GL_CLAMP_TO_EDGE);