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Use wlr_raster allocator variants
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b0e8e6eae7
commit
4fe6a8e857
2 changed files with 9 additions and 10 deletions
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@ -2097,7 +2097,8 @@ bool wlr_scene_output_build_state(struct wlr_scene_output *scene_output,
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}
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struct wlr_scene_buffer *buffer = wlr_scene_buffer_from_node(entry->node);
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wlr_raster_create_texture(buffer->raster, output->renderer);
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wlr_raster_obtain_texture_with_allocator(buffer->raster,
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output->renderer, output->allocator);
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}
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render_data.render_pass = render_pass;
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