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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|---|---|---|
| .. | ||
| allocator.h | ||
| drm_dumb_allocator.h | ||
| drm_format_set.h | ||
| gbm_allocator.h | ||
| gles2.h | ||
| pixel_format.h | ||
| pixman.h | ||
| shm_allocator.h | ||
| swapchain.h | ||
| wlr_renderer.h | ||
| wlr_texture.h | ||