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

@ -41,6 +41,7 @@ static bool render_pass_submit(struct wlr_render_pass *wlr_pass) {
glBindFramebuffer(GL_FRAMEBUFFER, 0);
pop_gles2_debug(renderer);
wlr_egl_restore_context(&pass->prev_ctx);
wlr_buffer_unlock(pass->buffer->buffer);
free(pass);
@ -247,7 +248,7 @@ static const char *reset_status_str(GLenum status) {
}
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) {
struct wlr_gles2_renderer *renderer = buffer->renderer;
struct wlr_buffer *wlr_buffer = buffer->buffer;
@ -274,6 +275,7 @@ struct wlr_gles2_render_pass *begin_gles2_buffer_pass(struct wlr_gles2_buffer *b
wlr_buffer_lock(wlr_buffer);
pass->buffer = buffer;
pass->timer = timer;
pass->prev_ctx = *prev_ctx;
matrix_projection(pass->projection_matrix, wlr_buffer->width, wlr_buffer->height,
WL_OUTPUT_TRANSFORM_FLIPPED_180);