Hi Antonio On Wed, Jun 7, 2023 at 1:13 PM Antonio Caggiano <quic_acagg...@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_acagg...@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