lp://staging/~spenser-gilliland/glmark2/mali-fbdev

Created by Spenser Gilliland and last modified
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Owner:
Spenser Gilliland
Project:
glmark2
Status:
Development

Recent revisions

282. By Spenser Gilliland

add Mali GPU support

281. By Spenser Gilliland

do not require gl if using gles version

280. By Spenser Gilliland

GLchar not defined change to char

279. By Wladimir J. van der Laan

Add fbdev-glesv2 flavor

This exercises Mesa with the EGL 'fbdev' platform.

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.

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Stacked on:
lp://staging/glmark2/2011.11
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