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render/gles2: implement texture_from_buffer
Make it so wlr_gles2_texture is ref'counted (via wlr_buffer). This is similar to wlr_gles2_buffer or wlr_drm_fb work. When creating a wlr_texture from a wlr_buffer, first check if we already have a texture for the buffer. If so, increase the wlr_buffer ref'count and make sure any changes made by an external process are made visible (by invalidating the texture). When destroying a wlr_texture created from a wlr_buffer, decrease the ref'count, but keep the wlr_texture around in case the caller uses it again. When the wlr_buffer is destroyed, cleanup the wlr_texture.
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3 changed files with 91 additions and 3 deletions
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@ -593,6 +593,7 @@ static const struct wlr_renderer_impl renderer_impl = {
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.init_wl_display = gles2_init_wl_display,
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.get_drm_fd = gles2_get_drm_fd,
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.get_render_buffer_caps = gles2_get_render_buffer_caps,
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.texture_from_buffer = gles2_texture_from_buffer,
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};
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void push_gles2_debug_(struct wlr_gles2_renderer *renderer,
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