render/egl: introduce wlr_egl_unset_current
This function can be called after wlr_egl_make_current to cleanup the EGL context. This avoids having lingering EGL contexts that make things work by chance. Closes: https://github.com/swaywm/wlroots/issues/2197
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781ed1ff02
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1edc42157b
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@ -556,14 +556,14 @@ static bool drm_connector_commit(struct wlr_output *output) {
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}
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}
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wlr_egl_make_current(&drm->renderer.egl, EGL_NO_SURFACE, NULL);
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wlr_egl_unset_current(&drm->renderer.egl);
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return true;
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}
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static void drm_connector_rollback(struct wlr_output *output) {
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struct wlr_drm_backend *drm = get_drm_backend_from_backend(output->backend);
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wlr_egl_make_current(&drm->renderer.egl, EGL_NO_SURFACE, NULL);
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wlr_egl_unset_current(&drm->renderer.egl);
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}
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size_t drm_crtc_get_gamma_lut_size(struct wlr_drm_backend *drm,
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@ -35,6 +35,8 @@ static bool create_fbo(struct wlr_headless_output *output,
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GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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wlr_egl_unset_current(output->backend->egl);
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if (status != GL_FRAMEBUFFER_COMPLETE) {
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wlr_log(WLR_ERROR, "Failed to create FBO");
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return false;
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@ -52,6 +54,9 @@ static void destroy_fbo(struct wlr_headless_output *output) {
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glDeleteFramebuffers(1, &output->fbo);
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glDeleteRenderbuffers(1, &output->rbo);
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wlr_egl_unset_current(output->backend->egl);
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output->fbo = 0;
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output->rbo = 0;
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}
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@ -125,21 +130,23 @@ static bool output_commit(struct wlr_output *wlr_output) {
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}
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if (wlr_output->pending.committed & WLR_OUTPUT_STATE_BUFFER) {
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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wlr_egl_unset_current(output->backend->egl);
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// Nothing needs to be done for FBOs
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wlr_output_send_present(wlr_output, NULL);
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}
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wlr_egl_make_current(output->backend->egl, EGL_NO_SURFACE, NULL);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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return true;
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}
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static void output_rollback(struct wlr_output *wlr_output) {
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struct wlr_headless_output *output =
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headless_output_from_output(wlr_output);
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wlr_egl_make_current(output->backend->egl, EGL_NO_SURFACE, NULL);
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if (wlr_output->pending.committed & WLR_OUTPUT_STATE_BUFFER) {
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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wlr_egl_unset_current(output->backend->egl);
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}
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}
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static void output_destroy(struct wlr_output *wlr_output) {
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@ -300,7 +300,7 @@ static bool output_commit(struct wlr_output *wlr_output) {
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}
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}
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wlr_egl_make_current(&output->backend->egl, EGL_NO_SURFACE, NULL);
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wlr_egl_unset_current(&output->backend->egl);
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return true;
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}
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@ -308,7 +308,7 @@ static bool output_commit(struct wlr_output *wlr_output) {
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static void output_rollback(struct wlr_output *wlr_output) {
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struct wlr_wl_output *output =
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get_wl_output_from_output(wlr_output);
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wlr_egl_make_current(&output->backend->egl, EGL_NO_SURFACE, NULL);
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wlr_egl_unset_current(&output->backend->egl);
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}
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static bool output_set_cursor(struct wlr_output *wlr_output,
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@ -377,6 +377,7 @@ static bool output_set_cursor(struct wlr_output *wlr_output,
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wlr_egl_swap_buffers(&backend->egl, egl_surface, NULL);
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wlr_egl_destroy_surface(&backend->egl, egl_surface);
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wlr_egl_unset_current(&backend->egl);
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} else {
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wl_surface_attach(surface, NULL, 0, 0);
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wl_surface_commit(surface);
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@ -583,6 +584,7 @@ struct wlr_output *wlr_wl_output_create(struct wlr_backend *wlr_backend) {
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NULL)) {
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goto error;
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}
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wlr_egl_unset_current(&output->backend->egl);
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wl_list_insert(&backend->outputs, &output->link);
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wlr_output_update_enabled(wlr_output, true);
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@ -157,14 +157,14 @@ static bool output_commit(struct wlr_output *wlr_output) {
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wlr_output_send_present(wlr_output, NULL);
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}
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wlr_egl_make_current(&x11->egl, EGL_NO_SURFACE, NULL);
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wlr_egl_unset_current(&x11->egl);
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return true;
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}
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static void output_rollback(struct wlr_output *wlr_output) {
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struct wlr_x11_output *output = get_x11_output_from_output(wlr_output);
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wlr_egl_make_current(&output->x11->egl, EGL_NO_SURFACE, NULL);
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wlr_egl_unset_current(&output->x11->egl);
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}
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static const struct wlr_output_impl output_impl = {
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@ -122,9 +122,18 @@ bool wlr_egl_export_image_to_dmabuf(struct wlr_egl *egl, EGLImageKHR image,
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*/
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bool wlr_egl_destroy_image(struct wlr_egl *egl, EGLImageKHR image);
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/**
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* Make the EGL context current. The provided surface will be made current
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* unless EGL_NO_SURFACE.
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*
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* Callers are expected to clear the current context when they are done by
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* calling wlr_egl_unset_current.
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*/
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bool wlr_egl_make_current(struct wlr_egl *egl, EGLSurface surface,
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int *buffer_age);
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bool wlr_egl_unset_current(struct wlr_egl *egl);
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bool wlr_egl_is_current(struct wlr_egl *egl);
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bool wlr_egl_swap_buffers(struct wlr_egl *egl, EGLSurface surface,
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11
render/egl.c
11
render/egl.c
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@ -387,6 +387,15 @@ bool wlr_egl_make_current(struct wlr_egl *egl, EGLSurface surface,
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return true;
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}
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bool wlr_egl_unset_current(struct wlr_egl *egl) {
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if (!eglMakeCurrent(egl->display, EGL_NO_SURFACE, EGL_NO_SURFACE,
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EGL_NO_CONTEXT)) {
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wlr_log(WLR_ERROR, "eglMakeCurrent failed");
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return false;
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}
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return true;
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}
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bool wlr_egl_is_current(struct wlr_egl *egl) {
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return eglGetCurrentContext() == egl->context;
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}
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@ -690,7 +699,7 @@ bool wlr_egl_destroy_surface(struct wlr_egl *egl, EGLSurface surface) {
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// Reset the current EGL surface in case it's the one we're destroying,
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// otherwise the next wlr_egl_make_current call will result in a
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// use-after-free.
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wlr_egl_make_current(egl, NULL, NULL);
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wlr_egl_make_current(egl, EGL_NO_SURFACE, NULL);
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}
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return eglDestroySurface(egl->display, surface);
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}
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@ -401,6 +401,8 @@ static void gles2_destroy(struct wlr_renderer *wlr_renderer) {
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gles2_procs.glDebugMessageCallbackKHR(NULL, NULL);
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}
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wlr_egl_unset_current(renderer->egl);
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free(renderer);
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}
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@ -670,6 +672,8 @@ struct wlr_renderer *wlr_gles2_renderer_create(struct wlr_egl *egl) {
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POP_GLES2_DEBUG;
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wlr_egl_unset_current(renderer->egl);
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return &renderer->wlr_renderer;
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error:
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@ -686,6 +690,8 @@ error:
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gles2_procs.glDebugMessageCallbackKHR(NULL, NULL);
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}
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wlr_egl_unset_current(renderer->egl);
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free(renderer);
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return NULL;
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}
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@ -29,9 +29,7 @@ struct wlr_gles2_texture *gles2_get_texture(
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static struct wlr_gles2_texture *get_gles2_texture_in_context(
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struct wlr_texture *wlr_texture) {
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struct wlr_gles2_texture *texture = gles2_get_texture(wlr_texture);
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if (!wlr_egl_is_current(texture->egl)) {
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wlr_egl_make_current(texture->egl, EGL_NO_SURFACE, NULL);
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}
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return texture;
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}
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@ -49,6 +47,7 @@ static bool gles2_texture_write_pixels(struct wlr_texture *wlr_texture,
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if (texture->target != GL_TEXTURE_2D) {
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wlr_log(WLR_ERROR, "Cannot write pixels to immutable texture");
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wlr_egl_unset_current(texture->egl);
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return false;
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}
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@ -75,6 +74,8 @@ static bool gles2_texture_write_pixels(struct wlr_texture *wlr_texture,
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glBindTexture(GL_TEXTURE_2D, 0);
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POP_GLES2_DEBUG;
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wlr_egl_unset_current(texture->egl);
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return true;
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}
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@ -111,11 +112,8 @@ static void gles2_texture_destroy(struct wlr_texture *wlr_texture) {
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return;
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}
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struct wlr_gles2_texture *texture = gles2_get_texture(wlr_texture);
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if (!wlr_egl_is_current(texture->egl)) {
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wlr_egl_make_current(texture->egl, EGL_NO_SURFACE, NULL);
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}
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struct wlr_gles2_texture *texture =
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get_gles2_texture_in_context(wlr_texture);
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PUSH_GLES2_DEBUG;
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@ -124,6 +122,8 @@ static void gles2_texture_destroy(struct wlr_texture *wlr_texture) {
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POP_GLES2_DEBUG;
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wlr_egl_unset_current(texture->egl);
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free(texture);
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}
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@ -137,9 +137,7 @@ static const struct wlr_texture_impl texture_impl = {
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struct wlr_texture *wlr_gles2_texture_from_pixels(struct wlr_egl *egl,
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enum wl_shm_format wl_fmt, uint32_t stride, uint32_t width,
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uint32_t height, const void *data) {
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if (!wlr_egl_is_current(egl)) {
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wlr_egl_make_current(egl, EGL_NO_SURFACE, NULL);
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}
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const struct wlr_gles2_pixel_format *fmt = get_gles2_format_from_wl(wl_fmt);
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if (fmt == NULL) {
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glBindTexture(GL_TEXTURE_2D, 0);
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POP_GLES2_DEBUG;
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wlr_egl_unset_current(egl);
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return &texture->wlr_texture;
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}
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struct wlr_texture *wlr_gles2_texture_from_wl_drm(struct wlr_egl *egl,
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struct wl_resource *resource) {
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if (!wlr_egl_is_current(egl)) {
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wlr_egl_make_current(egl, EGL_NO_SURFACE, NULL);
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}
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if (!gles2_procs.glEGLImageTargetTexture2DOES) {
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return NULL;
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glBindTexture(GL_TEXTURE_EXTERNAL_OES, 0);
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POP_GLES2_DEBUG;
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wlr_egl_unset_current(egl);
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return &texture->wlr_texture;
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}
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struct wlr_texture *wlr_gles2_texture_from_dmabuf(struct wlr_egl *egl,
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struct wlr_dmabuf_attributes *attribs) {
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if (!wlr_egl_is_current(egl)) {
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wlr_egl_make_current(egl, EGL_NO_SURFACE, NULL);
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}
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if (!gles2_procs.glEGLImageTargetTexture2DOES) {
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return NULL;
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glBindTexture(GL_TEXTURE_EXTERNAL_OES, 0);
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POP_GLES2_DEBUG;
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wlr_egl_unset_current(egl);
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return &texture->wlr_texture;
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}
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