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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.
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1 changed files with 3 additions and 1 deletions
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@ -115,7 +115,9 @@ static void gles2_texture_destroy(struct wlr_texture *wlr_texture) {
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struct wlr_gles2_texture *texture = gles2_get_texture(wlr_texture);
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struct wlr_gles2_texture *texture = gles2_get_texture(wlr_texture);
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wlr_egl_make_current(texture->egl, EGL_NO_SURFACE, NULL);
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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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PUSH_GLES2_DEBUG;
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PUSH_GLES2_DEBUG;
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