Created by Rafal Mielniczuk and last modified
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Rafal Mielniczuk

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281. By Rafal Mielniczuk

NativeStateWayland: use wl_display_roundtrip in flip method

As noticed by Axel Davy we need to use wl_display_roundtrip in
NativeStateWayland::flip to prevent blocking when eglSwapInterval(0) is

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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

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.

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