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Make QSGCanvas::grabFrameBuffer() more reliable
author
Aaron Kennedy
<aaron.kennedy@nokia.com>
Wed, 22 Jun 2011 01:20:43 +0000 (11:20 +1000)
committer
Aaron Kennedy
<aaron.kennedy@nokia.com>
Wed, 22 Jun 2011 03:04:55 +0000 (13:04 +1000)
src/declarative/items/qsgcanvas.cpp
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diff --git
a/src/declarative/items/qsgcanvas.cpp
b/src/declarative/items/qsgcanvas.cpp
index
a27b14b
..
0500b75
100644
(file)
--- a/
src/declarative/items/qsgcanvas.cpp
+++ b/
src/declarative/items/qsgcanvas.cpp
@@
-2096,7
+2096,7
@@
void QSGCanvasRenderThread::run()
// but we don't want to lock an extra time.
wake();
- if (!d->animationRunning && !isExternalUpdatePending && !shouldExit) {
+ if (!d->animationRunning && !isExternalUpdatePending && !shouldExit && !doGrab) {
#ifdef THREAD_DEBUG
printf(" RenderThread: nothing to do, going to sleep...\n");
#endif
@@
-2335,7
+2335,7
@@
QImage QSGCanvasRenderThread::grab()
doGrab = true;
isPaintCompleted = false;
while (isRunning() && !isPaintCompleted) {
- if (!isRenderBlocked)
+ if (isRenderBlocked)
wake();
wait();
}