lp://staging/~spenser-gilliland/glmark2/mali-fbdev
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Branch merges
- Jesse Barker: Pending requested
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Diff: 352 lines (+236/-9)7 files modifiedsrc/gl-state-egl.cpp (+5/-2)
src/libmatrix/program.cc (+2/-0)
src/main.cpp (+4/-0)
src/native-state-fbdev.cpp (+145/-0)
src/native-state-fbdev.h (+64/-0)
src/wscript_build (+10/-5)
wscript (+6/-2)
Branch information
Recent revisions
- 279. By Wladimir J. van der Laan
-
Add fbdev-glesv2 flavor
This exercises Mesa with the EGL 'fbdev' platform.
- 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).
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- Branch format 7
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- Stacked on:
- lp://staging/glmark2/2011.11