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

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