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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.
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4 changed files with 15 additions and 3 deletions
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@ -15,6 +15,8 @@
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#include <wlr/util/addon.h>
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#include <wlr/util/log.h>
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#include "render/egl.h"
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// mesa ships old GL headers that don't include this type, so for distros that use headers from
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// mesa we need to def it ourselves until they update.
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// https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/23144
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@ -132,6 +134,7 @@ struct wlr_gles2_render_pass {
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struct wlr_render_pass base;
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struct wlr_gles2_buffer *buffer;
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float projection_matrix[9];
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struct wlr_egl_context prev_ctx;
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struct wlr_gles2_render_timer *timer;
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};
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@ -164,6 +167,6 @@ void push_gles2_debug_(struct wlr_gles2_renderer *renderer,
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void pop_gles2_debug(struct wlr_gles2_renderer *renderer);
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struct wlr_gles2_render_pass *begin_gles2_buffer_pass(struct wlr_gles2_buffer *buffer,
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struct wlr_gles2_render_timer *timer);
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struct wlr_egl_context *prev_ctx, struct wlr_gles2_render_timer *timer);
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#endif
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