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author | wm4 <wm4@nowhere> | 2016-05-05 13:38:08 +0200 |
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committer | wm4 <wm4@nowhere> | 2016-05-05 13:38:08 +0200 |
commit | f56555b5144069d0a8ac81d407abfa0c6be30c2e (patch) | |
tree | 90724b09871cac425458de4a80f78ea3485366a5 /DOCS/contribute.md | |
parent | e5e1088c922ab6e767d7731bf9fe6044cb4071c8 (diff) | |
download | mpv-f56555b5144069d0a8ac81d407abfa0c6be30c2e.tar.bz2 mpv-f56555b5144069d0a8ac81d407abfa0c6be30c2e.tar.xz |
vo_opengl: EGL: fix hwdec probing
If ANGLE was probed before (but rejected), the ANGLE API can remain
"initialized", and eglGetCurrentDisplay() will return a non-NULL
EGLDisplay. Then if a native GL context is used, the ANGLE/EGL API will
then (apparently) keep working alongside native OpenGL API. Since GL
objects are just numbers, they'll simply fail to interact, and OpenGL
will get invalid textures. For some reason this will result in black
textures.
With VAAPI-EGL, something similar could happen in theory, but didn't in
practice.
Diffstat (limited to 'DOCS/contribute.md')
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