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