lp:~kruk87/glmark2/wayland-opaque-region

Created by Rafal Mielniczuk and last modified
Get this branch:
bzr branch lp:~kruk87/glmark2/wayland-opaque-region
Only Rafal Mielniczuk can upload to this branch. If you are Rafal Mielniczuk please log in for upload directions.

Branch merges

Related bugs

Related blueprints

Branch information

Owner:
Rafal Mielniczuk
Project:
glmark2
Status:
Development

Recent revisions

281. By Rafal Mielniczuk

NativeStateWayland: make wayland window opaque

We need to make window opaque in order to prevent redrawing background
behind it in some of the benchmarks, eg. jellyfish.

https://bugs.launchpad.net/glmark2/+bug/1219764

280. By Jesse Barker

Fix for bug 1208996. Merged from lp:~jbkonno/+junk/glmark2/revision/279.

Add stub methods for new Wayland output events.

279. By Jesse Barker

Fix for bug 1209259. Make sure to include cstring for 'memcpy' declaration.

278. By Alexandros Frantzis

*: Clean up unused includes and functions

277. By Rafal Mielniczuk

NativeStateWayland: improve destructor

We must check if objects have been allocated before deleting them. This
prevents crashes when invoking client with eg. --list or --help flags.
This patch also cleanup some unused method declarations from header
file.

276. By Jesse Barker

Scene{Shadow,Refract}: When testing on Nexus 10, it was discovered that the
default texture allocation for these scenes can blow out the max texture size
for an implementation (canvas size on that platform is 2560 x 1504, which
makes us try to allocate textures at 5120 x 3008). So, clamp the texture
dimensions while maintaining proper aspect ratio.

275. By Jesse Barker

CanvasGeneric: Check buffer object handles before calling delete. While it is
perfectly legal and harmless to delete an object handle of zero, there are
times when we do this before having made a context current, which _should_ be
harmless (because implementations don't like to crash), but it not really cool.

274. By Jesse Barker

SceneCollection: Consolidate the scene vector population into an object to
simplify adding scenes across platforms (rather than having to add for Android
separately from others).

273. By Jesse Barker

ShaderSource: Parse precision strings using fuzzy split to allow spaces.

272. By Jesse Barker

SceneDesktop: RenderObject::init() was creating a zero-sized texture image and
attaching it to a framebuffer object. This is not illegal, but it does violate
the spec rules for framebuffer completeness. Some implementations are doing
the check immediately at attach time rather than deferring to draw time, which
is not really "correct", but we can live with it. Defer the image
(re)creation to resize time and (re)attach it to the framebuffer object then.

Branch metadata

Branch format:
Branch format 7
Repository format:
Bazaar repository format 2a (needs bzr 1.16 or later)
Stacked on:
lp:glmark2/2011.11
This branch contains Public information 
Everyone can see this information.

Subscribers