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backend/drm: Use texture blend_mode for multigpu blit
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2044cc2311
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1 changed files with 1 additions and 4 deletions
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@ -108,12 +108,9 @@ struct wlr_buffer *drm_surface_blit(struct wlr_drm_surface *surf,
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goto error_dst;
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goto error_dst;
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}
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}
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wlr_render_pass_add_rect(pass, &(struct wlr_render_rect_options){
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.box = { .width = dst->width, .height = dst->height },
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.blend_mode = WLR_RENDER_BLEND_MODE_NONE,
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});
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wlr_render_pass_add_texture(pass, &(struct wlr_render_texture_options){
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wlr_render_pass_add_texture(pass, &(struct wlr_render_texture_options){
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.texture = tex,
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.texture = tex,
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.blend_mode = WLR_RENDER_BLEND_MODE_NONE,
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});
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});
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if (!wlr_render_pass_submit(pass)) {
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if (!wlr_render_pass_submit(pass)) {
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wlr_log(WLR_ERROR, "Failed to submit multi-GPU render pass");
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wlr_log(WLR_ERROR, "Failed to submit multi-GPU render pass");
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