This moves the last gles2 call out of compositor.c.
static void
destroy_surface(struct wl_resource *resource)
{
- int i;
-
struct weston_surface *surface =
container_of(resource,
struct weston_surface, surface.resource);
if (weston_surface_is_mapped(surface))
weston_surface_unmap(surface);
- glDeleteTextures(surface->num_textures, surface->textures);
-
if (surface->buffer)
wl_list_remove(&surface->buffer_destroy_listener.link);
- for (i = 0; i < surface->num_images; i++)
- compositor->destroy_image(compositor->egl_display,
- surface->images[i]);
+ compositor->renderer->destroy_surface(surface);
pixman_region32_fini(&surface->transform.boundingbox);
pixman_region32_fini(&surface->damage);
pixman_region32_t *output_damage);
void (*flush_damage)(struct weston_surface *surface);
void (*attach)(struct weston_surface *es, struct wl_buffer *buffer);
+ void (*destroy_surface)(struct weston_surface *surface);
};
struct weston_compositor {
}
}
+static void
+gles2_renderer_destroy_surface(struct weston_surface *surface)
+{
+ struct weston_compositor *ec = surface->compositor;
+ int i;
+
+ glDeleteTextures(surface->num_textures, surface->textures);
+
+ for (i = 0; i < surface->num_images; i++)
+ ec->destroy_image(ec->egl_display, surface->images[i]);
+}
+
static const char vertex_shader[] =
"uniform mat4 proj;\n"
"attribute vec2 position;\n"
renderer->base.repaint_output = gles2_renderer_repaint_output;
renderer->base.flush_damage = gles2_renderer_flush_damage;
renderer->base.attach = gles2_renderer_attach;
+ renderer->base.destroy_surface = gles2_renderer_destroy_surface;
ec->renderer = &renderer->base;
return 0;