Discard window thumbnail pixmap after texture got destroyed by SceneGraph
If the window holding the WindowThumbnail item goes away the texture hold by the node is destroyed but our bound window pixmap is not yet freed. This results in incorrect state the next time the WindowThumbnail is shown. To get back into a clean state discardPixmap() is called if there is no texture but a bound low level pixmap. BUG: 333482 REVIEW: 117824
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@ -224,7 +224,7 @@ bool WindowThumbnail::windowToTextureGLX(WindowTextureNode *textureNode)
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size.setWidth(geo->width);
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size.setHeight(geo->height);
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}
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textureNode->reset(window()->createTextureFromId(m_texture, size));
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textureNode->reset(window()->createTextureFromId(m_texture, size, QQuickWindow::TextureOwnsGLTexture));
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}
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textureNode->texture()->bind();
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bindGLXTexture();
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@ -269,7 +269,7 @@ bool WindowThumbnail::xcbWindowToTextureEGL(WindowTextureNode *textureNode)
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size.setWidth(geo->width);
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size.setHeight(geo->height);
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}
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textureNode->reset(window()->createTextureFromId(m_texture, size));
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textureNode->reset(window()->createTextureFromId(m_texture, size, QQuickWindow::TextureOwnsGLTexture));
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}
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textureNode->texture()->bind();
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bindEGLTexture();
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@ -314,6 +314,20 @@ void WindowThumbnail::windowToTexture(WindowTextureNode *textureNode)
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return;
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}
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#if HAVE_XCB_COMPOSITE
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if (!textureNode->texture()) {
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// the texture got discarded by the scene graph, but our mapping is still valid
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// let's discard the pixmap to have a clean state again
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#if HAVE_GLX
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if (m_glxPixmap != XCB_PIXMAP_NONE) {
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discardPixmap();
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}
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#endif
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#if HAVE_EGL
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if (m_image != EGL_NO_IMAGE_KHR) {
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discardPixmap();
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}
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#endif
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}
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if (m_pixmap == XCB_PIXMAP_NONE) {
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m_pixmap = pixmapForWindow();
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}
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