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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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@ -433,6 +433,9 @@ static void gles2_destroy(struct wlr_renderer *wlr_renderer) {
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static struct wlr_render_pass *gles2_begin_buffer_pass(struct wlr_renderer *wlr_renderer,
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struct wlr_buffer *wlr_buffer, const struct wlr_buffer_pass_options *options) {
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struct wlr_gles2_renderer *renderer = gles2_get_renderer(wlr_renderer);
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struct wlr_egl_context prev_ctx = {0};
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wlr_egl_save_context(&prev_ctx);
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if (!wlr_egl_make_current(renderer->egl)) {
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return NULL;
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}
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@ -448,7 +451,7 @@ static struct wlr_render_pass *gles2_begin_buffer_pass(struct wlr_renderer *wlr_
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return NULL;
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}
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struct wlr_gles2_render_pass *pass = begin_gles2_buffer_pass(buffer, timer);
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struct wlr_gles2_render_pass *pass = begin_gles2_buffer_pass(buffer, &prev_ctx, timer);
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if (!pass) {
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return NULL;
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}
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