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Re: [PATCH] ui/sdl2: Support multiple OpenGL-enabled windows


From: Marc-André Lureau
Subject: Re: [PATCH] ui/sdl2: Support multiple OpenGL-enabled windows
Date: Wed, 7 Jun 2023 14:29:02 +0400

Hi Antonio

On Wed, Jun 7, 2023 at 1:13 PM Antonio Caggiano <quic_acaggian@quicinc.com> wrote:
Multiple graphics devices can be defined with an associated OpenGL
enabled SDL console, hence make sure to not destroy their shaders and
windows.
 
Signed-off-by: Antonio Caggiano <quic_acaggian@quicinc.com>
---
 ui/sdl2-gl.c | 2 +-
 1 file changed, 1 insertion(+), 1 deletion(-)

diff --git a/ui/sdl2-gl.c b/ui/sdl2-gl.c
index bbfa70eac3..795fb1afc9 100644
--- a/ui/sdl2-gl.c
+++ b/ui/sdl2-gl.c
@@ -89,7 +89,7 @@ void sdl2_gl_switch(DisplayChangeListener *dcl,

     scon->surface = new_surface;

-    if (is_placeholder(new_surface) && qemu_console_get_index(dcl->con)) {
+    if (is_placeholder(new_surface) && !scon->opengl) {
         qemu_gl_fini_shader(scon->gls);
         scon->gls = NULL;
         sdl2_window_destroy(scon);

This was introduced in commit c821a58ee7003c2a0567dddaee33c2a5ae71c404 by Akihiko.

Why should the window visibility behaviour be different whether it uses opengl or not ?

If you are fixing a GL/shader crash, maybe it needs to be done differently.

thanks


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