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Bug 818025 - Fix BasicTiledThebesLayer fast path. r=bgirard
When disabling low precision and progressive rendering, BasicTiledThebesLayer takes a fast path that avoids a lot of region operations, transformation and iterations. Unfortunately, it also forgets to check if the mask layer exists before trying to draw it, which causes an immediate crash in most cases.
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@ -559,7 +559,9 @@ BasicTiledThebesLayer::PaintThebes(gfxContext* aContext,
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mTiledBuffer.PaintThebes(this, mValidRegion, invalidRegion, aCallback, aCallbackData);
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mTiledBuffer.ReadLock();
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static_cast<BasicImplData*>(aMaskLayer->ImplData())->Paint(aContext, nullptr);
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if (aMaskLayer) {
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static_cast<BasicImplData*>(aMaskLayer->ImplData())->Paint(aContext, nullptr);
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}
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// Create a heap copy owned and released by the compositor. This is needed
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// since we're sending this over an async message and content needs to be
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