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Consider this calling sequence: glBindTexture(GL_TEXTURE_2D, 3); // create-on-bind glGenTextures(1, tex); Before this fix, mUnallocatedList in HandleAllocator is in reverse sorted order. It's split into (4, MAX_UINT) and (1, 3). The glGen gets tex = 4, and handles 1 and 2 will not be allocated until it reaches MAX_UINT. With this fix, the elements in mUnallocatedList is in sorted order (1, 3) and (4, MAX_UINT). So tex is 1, and we can have all rest handles. Change-Id: If408ea92f7c243791119fe386e3e0ea27954e55c Reviewed-on: https://chromium-review.googlesource.com/273886Reviewed-by:Jamie Madill <jmadill@chromium.org> Tested-by:
Minmin Gong <mgong@microsoft.com>
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