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>
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