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wayland: Try to detach at the beginning of ShowWindow, just in case.
It's possible that an external component (probably a GL/VK context) committed, so we need to cover our bases and detach in both HideWindow and ShowWindow. Fixes a crash in UE5 editor's pop-ups.
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@ -995,6 +995,21 @@ void Wayland_ShowWindow(_THIS, SDL_Window *window)
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SDL_VideoData *c = _this->driverdata;
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SDL_WindowData *data = window->driverdata;
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/* Detach any previous buffers before resetting everything, otherwise when
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* calling this a second time you'll get an annoying protocol error!
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*
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* FIXME: This was originally moved to HideWindow, which _should_ make
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* sense, but for whatever reason UE5's popups require that this actually
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* be in both places at once? Possibly from renderers making commits? I can't
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* fully remember if this location caused crashes or if I was fixing a pair
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* of Hide/Show calls. In any case, UE gives us a pretty good test and having
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* both detach calls passes.
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*
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* -flibit
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*/
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wl_surface_attach(data->surface, NULL, 0, 0);
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wl_surface_commit(data->surface);
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/* Create the shell surface and map the toplevel */
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#ifdef HAVE_LIBDECOR_H
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if (c->shell.libdecor) {
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