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https://github.com/MobileGL-Dev/MobileGL
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[Fix] (P14): serialize sessions on one backend turn and give each client surface its own native surface
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@@ -38,6 +38,7 @@ namespace MobileGL::MG_Backend::DirectGLES {
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Bool InitializeEGLDisplay(EGLDisplay dpy, EGLint* major, EGLint* minor) override;
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Bool CreateEGLWindowSurface(EGLSurface surface, const WindowHandle& handle) override;
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Bool CreateEGLPbufferSurface(EGLSurface surface, EGLint width, EGLint height) override;
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Bool ResizeEGLWindowSurface(EGLSurface surface, Uint32 width, Uint32 height) override;
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Bool MakeEGLCurrent(EGLDisplay dpy, EGLSurface draw, EGLSurface read, EGLContext ctx) override;
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Bool SwapEGLBuffers(EGLDisplay dpy, EGLSurface draw) override;
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void ReleaseEGLSurface(EGLSurface surface) override;
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@@ -57,8 +58,19 @@ namespace MobileGL::MG_Backend::DirectGLES {
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void UpdateDynamicBackendParameters();
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Bool InitPbufferSurface(EGLint width, EGLint height) override;
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void OnEGLSurfaceReleased(EGLSurface surface) override;
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void OnEGLSurfaceForgotten(EGLSurface surface) override;
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// An existing native surface for the client surface being activated, re-bound; false when
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// there is none yet (the caller creates it).
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Bool RebindNativeSurfaceFor(EGLSurface surface);
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// EGL: creating a surface does not change what is current. The creation bound the new
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// surface natively; put the previous one back for the context that held it.
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void RestoreSurfaceAfterCreation(EGLSurface previousNativeDraw);
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Bool m_initialized = false;
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// P14: ONE NATIVE SURFACE PER CLIENT SURFACE, created on its first activation and re-bound
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// on every later one. A multi-window client switches surfaces every frame; making a new
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// native surface each time leaked them and lost what the window had drawn.
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UnorderedMap<EGLSurface, EGLSurface> m_nativeSurfaces;
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MG_External::EGLFunctionsTable m_EGLFunctions;
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MG_External::GLESFunctionsTable m_GLESFunctions;
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MG_External::GLESCapabilities m_GLESCapabilities;
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