-
-
Notifications
You must be signed in to change notification settings - Fork 21.5k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Wayland: Commit surface on window creation #94402
Conversation
This is needed for initializing xdg_surfaces when not using libdecor. Now the pure xdg_shell code path should work again.
Hi, I tried to compile this to test if #94204 had been fixed but I got this error during compilation.
|
@em-s-h that's quite baffling, the patch is a function call and an empty line... Have you cherry-picked the change or something like that? Could you try doing a hard reset to this branch and doing a |
No, I simply cloned your fork and tried to build using the aur PKGBUILD script, although after reading the Godot documentation on compiling for linux it says that LTO (the default on the script) requires 7GB of ram while I only have 4, so could that cause this issue? |
@em-s-h The PKGBUILD will very probably try building the master branch of my fork, which is terribly outdated. You will have to switch to my branch ( Supposing you have all dependencies, once switched into the branch, a plain Regarding the LTO thing, yeah 4 GBs is nothing, as it's extremely resource intensive and, since you're just testing a bugfix, I would not bother using it at all. |
Patch work for me |
I can also confirm that the patch works. |
Thank you folks for testing! |
Thanks! |
Fixes #94204.
Possible regression from #93684.
This is needed for initializing xdg_surfaces when not using libdecor. Now the pure xdg_shell code path should work again.