Make sure tile textures are synchronized for D3D11. (
bug 1119066, r=mattwoodrow)
--- a/gfx/layers/client/TiledContentClient.cpp
+++ b/gfx/layers/client/TiledContentClient.cpp
@@ -1282,16 +1282,17 @@ ClientTiledLayerBuffer::ValidateTile(Til
nsIntRect(aTileOrigin.x, aTileOrigin.y,
GetScaledTileSize().width, GetScaledTileSize().height);
// Intersect this area with the portion that's invalid.
tileRegion.SubOut(GetValidRegion());
tileRegion.SubOut(aDirtyRegion); // Has now been validated
backBuffer->SetWaste(tileRegion.Area() * mResolution * mResolution);
backBuffer->Unlock();
+ backBuffer->SyncWithObject(mCompositableClient->GetForwarder()->GetSyncObject());
if (createdTextureClient) {
if (!mCompositableClient->AddTextureClient(backBuffer)) {
NS_WARNING("Failed to add tile TextureClient.");
aTile.DiscardFrontBuffer();
aTile.DiscardBackBuffer();
return aTile;
}