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authorSimon Ser <contact@emersion.fr>2023-11-30 17:47:11 +0100
committerSimon Ser <contact@emersion.fr>2023-11-30 17:47:11 +0100
commite8b187cc92b9b039dcbb6715665ee8ba5d065c6b (patch)
treee9c125e531d740ed5c60847797fb8f79faece5e1 /include/wlr/render
parent1208ba6c285f19558b1eaf01167ec6b0ceb423a5 (diff)
render/gles2: save/restore context when creating/submitting a render pass
This is useful for e.g. lazily blitting a texture for readback purposes while rendering.
Diffstat (limited to 'include/wlr/render')
-rw-r--r--include/wlr/render/gles2.h4
1 files changed, 4 insertions, 0 deletions
diff --git a/include/wlr/render/gles2.h b/include/wlr/render/gles2.h
index 66401548..740e2f2d 100644
--- a/include/wlr/render/gles2.h
+++ b/include/wlr/render/gles2.h
@@ -21,6 +21,10 @@ struct wlr_egl;
* the current EGL is global state. The GLES2 renderer operations will save
* and restore any previous EGL context when called. A render pass is seen as
* a single operation.
+ *
+ * The GLES2 renderer doesn't support arbitrarily nested render passes. It
+ * supports a subset only: after a nested render pass is created, any parent
+ * render pass can't be used before the nested render pass is submitted.
*/
struct wlr_renderer *wlr_gles2_renderer_create_with_drm_fd(int drm_fd);