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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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parent
1208ba6c28
commit
e8b187cc92
4 changed files with 15 additions and 3 deletions
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@ -41,6 +41,7 @@ static bool render_pass_submit(struct wlr_render_pass *wlr_pass) {
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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pop_gles2_debug(renderer);
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wlr_egl_restore_context(&pass->prev_ctx);
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wlr_buffer_unlock(pass->buffer->buffer);
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free(pass);
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@ -247,7 +248,7 @@ static const char *reset_status_str(GLenum status) {
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}
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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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struct wlr_gles2_renderer *renderer = buffer->renderer;
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struct wlr_buffer *wlr_buffer = buffer->buffer;
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@ -274,6 +275,7 @@ struct wlr_gles2_render_pass *begin_gles2_buffer_pass(struct wlr_gles2_buffer *b
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wlr_buffer_lock(wlr_buffer);
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pass->buffer = buffer;
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pass->timer = timer;
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pass->prev_ctx = *prev_ctx;
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matrix_projection(pass->projection_matrix, wlr_buffer->width, wlr_buffer->height,
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WL_OUTPUT_TRANSFORM_FLIPPED_180);
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