render/gles2: save/restore context when creating/submitting a render pass

This is useful for e.g. lazily blitting a texture for readback
purposes while rendering.
This commit is contained in:
Simon Ser 2023-11-30 17:47:11 +01:00
parent 1208ba6c28
commit e8b187cc92
4 changed files with 15 additions and 3 deletions

View file

@ -15,6 +15,8 @@
#include <wlr/util/addon.h>
#include <wlr/util/log.h>
#include "render/egl.h"
// mesa ships old GL headers that don't include this type, so for distros that use headers from
// mesa we need to def it ourselves until they update.
// https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/23144
@ -132,6 +134,7 @@ struct wlr_gles2_render_pass {
struct wlr_render_pass base;
struct wlr_gles2_buffer *buffer;
float projection_matrix[9];
struct wlr_egl_context prev_ctx;
struct wlr_gles2_render_timer *timer;
};
@ -164,6 +167,6 @@ void push_gles2_debug_(struct wlr_gles2_renderer *renderer,
void pop_gles2_debug(struct wlr_gles2_renderer *renderer);
struct wlr_gles2_render_pass *begin_gles2_buffer_pass(struct wlr_gles2_buffer *buffer,
struct wlr_gles2_render_timer *timer);
struct wlr_egl_context *prev_ctx, struct wlr_gles2_render_timer *timer);
#endif

View file

@ -21,6 +21,10 @@ struct wlr_egl;
* the current EGL is global state. The GLES2 renderer operations will save
* and restore any previous EGL context when called. A render pass is seen as
* a single operation.
*
* The GLES2 renderer doesn't support arbitrarily nested render passes. It
* supports a subset only: after a nested render pass is created, any parent
* render pass can't be used before the nested render pass is submitted.
*/
struct wlr_renderer *wlr_gles2_renderer_create_with_drm_fd(int drm_fd);