--- a/gfx/thebes/gfxPrefs.h
+++ b/gfx/thebes/gfxPrefs.h
@@ -419,22 +419,22 @@ private:
DECL_GFX_PREF(Live, "gfx.vsync.collect-scroll-transforms", CollectScrollTransforms, bool, false);
// On b2g, in really bad cases, I've seen up to 80 ms delays between touch events and the main thread
// processing them. So 80 ms / 16 = 5 vsync events. Double it up just to be on the safe side, so 10.
DECL_GFX_PREF(Once, "gfx.vsync.compositor.unobserve-count", CompositorUnobserveCount, int32_t, 10);
// Use vsync events generated by hardware
DECL_GFX_PREF(Once, "gfx.work-around-driver-bugs", WorkAroundDriverBugs, bool, true);
DECL_GFX_PREF(Once, "gfx.screen-mirroring.enabled", ScreenMirroringEnabled, bool, false);
+ DECL_GFX_PREF(Live, "gl.ignore-dx-interop2-blacklist", IgnoreDXInterop2Blacklist, bool, false);
DECL_GFX_PREF(Live, "gl.msaa-level", MSAALevel, uint32_t, 2);
#if defined(XP_MACOSX)
DECL_GFX_PREF(Live, "gl.multithreaded", GLMultithreaded, bool, false);
#endif
DECL_GFX_PREF(Live, "gl.require-hardware", RequireHardwareGL, bool, false);
- DECL_GFX_PREF(Live, "ignore-dx-interop2-blacklist", IgnoreDXInterop2Blacklist, bool, false);
DECL_GFX_PREF(Once, "image.cache.size", ImageCacheSize, int32_t, 5*1024*1024);
DECL_GFX_PREF(Once, "image.cache.timeweight", ImageCacheTimeWeight, int32_t, 500);
DECL_GFX_PREF(Live, "image.decode-immediately.enabled", ImageDecodeImmediatelyEnabled, bool, false);
DECL_GFX_PREF(Live, "image.downscale-during-decode.enabled", ImageDownscaleDuringDecodeEnabled, bool, true);
DECL_GFX_PREF(Live, "image.infer-src-animation.threshold-ms", ImageInferSrcAnimationThresholdMS, uint32_t, 2000);
DECL_GFX_PREF(Once, "image.mem.decode_bytes_at_a_time", ImageMemDecodeBytesAtATime, uint32_t, 200000);
DECL_GFX_PREF(Live, "image.mem.discardable", ImageMemDiscardable, bool, false);