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Mutter/Clutter Work Leads To New GLX Extension

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  • Mutter/Clutter Work Leads To New GLX Extension

    Phoronix: Mutter/Clutter Work Leads To New GLX Extensionhttp://www.phoronix.com/vr.php?view=NzcxMA

  • #2
    Is there any use case for this over just using triple buffering, other than a little video memory savings?

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    • #3

      Incidentally, a couple of days ago one of the Wine devs found a game that rendered the scene in one thread, but called D3D's "Present()" in another thread. This caused a problem because there was no way to tell when the buffer swap was completed so the next scene would start overwriting the back buffer before the swap actually happened. This extension would fix that because Wine could block BeginScene() until the swap had finished. So there's another use case right there

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