Make sure setActive(false) is called before the surface is destroyed in EglContext. Fixes #1530.
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@ -233,11 +233,11 @@ void EglContext::createSurface(EGLNativeWindowType window)
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////////////////////////////////////////////////////////////
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void EglContext::destroySurface()
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{
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// Ensure that this context is no longer active since our surface is going to be destroyed
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setActive(false);
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eglCheck(eglDestroySurface(m_display, m_surface));
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m_surface = EGL_NO_SURFACE;
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// Ensure that this context is no longer active since our surface is now destroyed
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setActive(false);
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}
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