render/gles2: don't unset the current EGL surface when destroying texture
When a texture is destroyed between wlr_egl_make_current and wlr_egl_swap_buffers, it resets the current EGL surface to NULL. This makes wlr_egl_swap_buffers fail. If the EGL context is already current, there's no need to reset it.
This commit is contained in:
parent
5bddb5a909
commit
6bb7639a0f
|
@ -115,7 +115,9 @@ static void gles2_texture_destroy(struct wlr_texture *wlr_texture) {
|
||||||
|
|
||||||
struct wlr_gles2_texture *texture = gles2_get_texture(wlr_texture);
|
struct wlr_gles2_texture *texture = gles2_get_texture(wlr_texture);
|
||||||
|
|
||||||
|
if (!wlr_egl_is_current(texture->egl)) {
|
||||||
wlr_egl_make_current(texture->egl, EGL_NO_SURFACE, NULL);
|
wlr_egl_make_current(texture->egl, EGL_NO_SURFACE, NULL);
|
||||||
|
}
|
||||||
|
|
||||||
PUSH_GLES2_DEBUG;
|
PUSH_GLES2_DEBUG;
|
||||||
|
|
||||||
|
|
Loading…
Reference in New Issue