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render/egl: drop split render/display workaround
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79cb0c8fd7
commit
d7af61f188
1 changed files with 1 additions and 6 deletions
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@ -878,12 +878,7 @@ static char *get_render_name(const char *name) {
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if (match == NULL) {
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if (match == NULL) {
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wlr_log(WLR_ERROR, "Cannot find DRM device %s", name);
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wlr_log(WLR_ERROR, "Cannot find DRM device %s", name);
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} else if (!(match->available_nodes & (1 << DRM_NODE_RENDER))) {
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} else if (!(match->available_nodes & (1 << DRM_NODE_RENDER))) {
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// Likely a split display/render setup. Pick the primary node and hope
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wlr_log(WLR_ERROR, "DRM device has no render node");
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// Mesa will open the right render node under-the-hood.
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wlr_log(WLR_DEBUG, "DRM device %s has no render node, "
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"falling back to primary node", name);
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assert(match->available_nodes & (1 << DRM_NODE_PRIMARY));
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render_name = strdup(match->nodes[DRM_NODE_PRIMARY]);
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} else {
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} else {
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render_name = strdup(match->nodes[DRM_NODE_RENDER]);
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render_name = strdup(match->nodes[DRM_NODE_RENDER]);
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}
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}
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