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author | Luboš Luňák <l.lunak@collabora.com> | 2019-03-26 13:56:11 +0100 |
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committer | Tomaž Vajngerl <quikee@gmail.com> | 2019-03-28 15:43:02 +0100 |
commit | e299dd1dfbd67d0c662ca63df4a6eb43ea590a17 (patch) | |
tree | cac8ffe21da98655e846f57614d5d03147d53c18 /vcl/opengl/PackedTextureAtlas.cxx | |
parent | df82c812e6dbb08837816ef9868bf24b3767ca1a (diff) |
make OpenGLSalBitmap deallocate user data properly
In OpenGLSalBitmap::AcquireBuffer(), if ReadTexture() failed, then
the data from AllocateUserData() didn't get deallocated and a next
call to OpenGLSalBitmap::AcquireBuffer() skipped the whole block
because it assumed the data was valid. Triggered while fixing tdf#116888.
Change-Id: Ibfe5c42d6b18748ca649d6b4242ef268c1b13a71
Reviewed-on: https://gerrit.libreoffice.org/69746
Tested-by: Jenkins
Reviewed-by: Tomaž Vajngerl <quikee@gmail.com>
Diffstat (limited to 'vcl/opengl/PackedTextureAtlas.cxx')
0 files changed, 0 insertions, 0 deletions