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authorSimon Ser <contact@emersion.fr>2021-05-29 10:25:25 +0200
committerSimon Zeni <simon@bl4ckb0ne.ca>2021-05-30 10:11:09 -0400
commitabf527b0754cc920e5324c593b109ff4c4607471 (patch)
treea3c41d6ba45fd918517cdb65dae886b0e79ee0e7 /include/wlr/util
parentd0560e2597e79f0f25c0ad9fd6969eaf10fd5558 (diff)
render/gles2: fix texture cleanup on destroy
When importing a DMA-BUF wlr_buffer as a wlr_texture, the GLES2 renderer caches the result, in case the buffer is used for texturing again in the future. When the wlr_texture is destroyed by the caller, the wlr_buffer is unref'ed, but the wlr_gles2_texture is kept around. This is fine because wlr_gles2_texture listens for wlr_buffer's destroy event to avoid any use-after-free. However, with this logic wlr_texture_destroy doesn't "really" destroy the wlr_gles2_texture. It just decrements the wlr_buffer ref'count. Each wlr_texture_destroy call must have a matching prior wlr_texture_create_from_buffer call or the ref'counting will go south. Wehn destroying the renderer, we don't want to decrement any wlr_buffer ref'count. Instead, we want to go through any cached wlr_gles2_texture and destroy our GL state. So instead of calling wlr_texture_destroy, we need to call our internal gles2_texture_destroy function. Closes: https://github.com/swaywm/wlroots/issues/2941
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