render/egl: drop split render/display workaround

This commit is contained in:
Simon Ser 2023-10-05 16:14:12 +02:00
parent 79cb0c8fd7
commit d7af61f188

View file

@ -878,12 +878,7 @@ static char *get_render_name(const char *name) {
if (match == NULL) {
wlr_log(WLR_ERROR, "Cannot find DRM device %s", name);
} else if (!(match->available_nodes & (1 << DRM_NODE_RENDER))) {
// Likely a split display/render setup. Pick the primary node and hope
// Mesa will open the right render node under-the-hood.
wlr_log(WLR_DEBUG, "DRM device %s has no render node, "
"falling back to primary node", name);
assert(match->available_nodes & (1 << DRM_NODE_PRIMARY));
render_name = strdup(match->nodes[DRM_NODE_PRIMARY]);
wlr_log(WLR_ERROR, "DRM device has no render node");
} else {
render_name = strdup(match->nodes[DRM_NODE_RENDER]);
}