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.
diff --git a/src/video/wayland/SDL_waylandwindow.c b/src/video/wayland/SDL_waylandwindow.c
index aee1b80..6e201a1 100644
--- a/src/video/wayland/SDL_waylandwindow.c
+++ b/src/video/wayland/SDL_waylandwindow.c
@@ -995,6 +995,21 @@ void Wayland_ShowWindow(_THIS, SDL_Window *window)
SDL_VideoData *c = _this->driverdata;
SDL_WindowData *data = window->driverdata;
+ /* Detach any previous buffers before resetting everything, otherwise when
+ * calling this a second time you'll get an annoying protocol error!
+ *
+ * FIXME: This was originally moved to HideWindow, which _should_ make
+ * sense, but for whatever reason UE5's popups require that this actually
+ * be in both places at once? Possibly from renderers making commits? I can't
+ * fully remember if this location caused crashes or if I was fixing a pair
+ * of Hide/Show calls. In any case, UE gives us a pretty good test and having
+ * both detach calls passes.
+ *
+ * -flibit
+ */
+ wl_surface_attach(data->surface, NULL, 0, 0);
+ wl_surface_commit(data->surface);
+
/* Create the shell surface and map the toplevel */
#ifdef HAVE_LIBDECOR_H
if (c->shell.libdecor) {