compositor: Move non-GL initialization out of weston_compositor_init_gl()
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+8
-8
@@ -3144,6 +3144,14 @@ weston_compositor_init(struct weston_compositor *ec,
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ec->input_loop = wl_event_loop_create();
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ec->input_loop = wl_event_loop_create();
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weston_spring_init(&ec->fade.spring, 30.0, 1.0, 1.0);
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ec->fade.animation.frame = fade_frame;
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weston_layer_init(&ec->fade_layer, &ec->layer_list);
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weston_layer_init(&ec->cursor_layer, &ec->fade_layer.link);
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weston_compositor_schedule_repaint(ec);
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return 0;
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return 0;
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}
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}
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@@ -3202,12 +3210,6 @@ weston_compositor_init_gl(struct weston_compositor *ec)
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if (ec->has_bind_display)
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if (ec->has_bind_display)
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ec->bind_display(ec->egl_display, ec->wl_display);
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ec->bind_display(ec->egl_display, ec->wl_display);
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weston_spring_init(&ec->fade.spring, 30.0, 1.0, 1.0);
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ec->fade.animation.frame = fade_frame;
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weston_layer_init(&ec->fade_layer, &ec->layer_list);
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weston_layer_init(&ec->cursor_layer, &ec->fade_layer.link);
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glActiveTexture(GL_TEXTURE0);
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glActiveTexture(GL_TEXTURE0);
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if (weston_shader_init(&ec->texture_shader_rgba,
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if (weston_shader_init(&ec->texture_shader_rgba,
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@@ -3233,8 +3235,6 @@ weston_compositor_init_gl(struct weston_compositor *ec)
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vertex_shader, solid_fragment_shader) < 0)
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vertex_shader, solid_fragment_shader) < 0)
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return -1;
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return -1;
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weston_compositor_schedule_repaint(ec);
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return 0;
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return 0;
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}
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}
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