Age | Commit message (Collapse) | Author | |
---|---|---|---|
2017-12-01 | Fix inverted flipped-90 and flipped-270 | emersion | |
2017-12-01 | Make wlr_output_transform_* functions public, refactoring | emersion | |
2017-11-30 | Fix surface transforms | emersion | |
2017-11-30 | Use correct include path for glapi.h | Scott Anderson | |
2017-11-22 | Change glapi.sh to generate both files | Scott Anderson | |
2017-10-22 | Pass backend to render | Scott Anderson | |
2017-10-22 | Move egl.h to render/egl.h | Scott Anderson | |
2017-10-08 | Merge pull request #140 from emersion/screenshooter | Drew DeVault | |
Add screenshooter | |||
2017-10-08 | Add GL/EGL extension loader generator | Scott Anderson | |
2017-10-08 | Move read_pixels from output to renderer | emersion | |
2017-10-05 | Fix memory leaks | Versus Void | |
2017-10-01 | Multi-GPU DRM | Scott Anderson | |
2017-09-29 | Change egl_get_config to always use visual id | Scott Anderson | |
2017-09-28 | Add xwayland activate and fix EGL bug | Drew DeVault | |
2017-09-25 | unset egl current before terminating display | Tony Crisci | |
fixes segfault when closing the compositor with an egl window. | |||
2017-09-17 | Fix minor typos | Drew DeVault | |
2017-08-30 | Refactor meson build files | Tony Crisci | |
Use tabs for indentation and break up function calls over 80 col. | |||
2017-08-19 | wlr renderer/texture: rename init to create when it does alloc | Dominique Martinet | |
2017-08-15 | Merge pull request #88 from 4e554c4c/alloc_crashing | Drew DeVault | |
Prevent alloc errors from crashing | |||
2017-08-15 | implement get_buffer_size for egl buffers | Tony Crisci | |
2017-08-15 | implement texture get buffer size | Tony Crisci | |
2017-08-15 | Prevent alloc errors from crashing | Calvin Lee | |
Resolves #76 | |||
2017-08-14 | Fix style issues | nyorain | |
2017-08-14 | impl->destroy cleanup: | Dominique Martinet | |
- remove trivial destroy() function - make sure we check impl and impl->destroy before calling - always call free if not implemented | |||
2017-08-14 | Fix software cursors | Drew DeVault | |
2017-08-14 | Refactor away wlr_renderer_state | Drew DeVault | |
2017-08-14 | Refactor out wlr_texture_state | Drew DeVault | |
2017-08-13 | Fix #64 | Drew DeVault | |
2017-08-12 | Fix external shader | nyorain | |
2017-08-12 | Merge pull request #75 from nyorain/egl_image_leak | Drew DeVault | |
Fix egl image leak in gles renderer | |||
2017-08-12 | Fix egl image leak in gles renderer | nyorain | |
2017-08-12 | GLES2: detach and delete shaders after LinkProgram | Dominique Martinet | |
Also make sure program linked correctly! | |||
2017-08-11 | Refactor meson and move xdg-shell into wlroots | Drew DeVault | |
2017-08-11 | s/gen/ensure/ fixes #47 | Drew DeVault | |
2017-08-10 | Refactor EGL handling | Drew DeVault | |
2017-08-10 | Merge branch 'master' into drm_buffer | Drew DeVault | |
2017-08-10 | Merge pull request #58 from acrisci/feature/enable-gl-blending | Drew DeVault | |
enable gl blending | |||
2017-08-10 | enable gl blending | Tony Crisci | |
This makes transparency work correctly. fixes #56 | |||
2017-08-10 | Remove excess logging | Drew DeVault | |
2017-08-10 | Implement wlr_surface_flush_damage | Drew DeVault | |
2017-08-10 | Fix style issues | nyorain | |
2017-08-10 | Implement drm (egl) buffer attaching | nyorain | |
2017-08-09 | Use texture->pixel_format instead of re-scanning | Drew DeVault | |
2017-08-09 | Implement partial texture uploads | Drew DeVault | |
2017-08-09 | Style cleanup | Drew DeVault | |
2017-08-08 | Rename wlr_surface -> wlr_texture; attach -> upload | nyorain | |
2017-08-06 | Updated DRM cursor rendering | Scott Anderson | |
2017-08-05 | Merge pull request #42 from acrisci/bug/no-switch-active-textures | Drew DeVault | |
Remove unnecessary calls to glActiveTexture | |||
2017-08-05 | Use meson build system | nyorain | |
2017-08-05 | Remove unnecessary calls to glActiveTexture | Tony Crisci | |
Since wlroots shaders only use one texture at a time (ie there is only one sampler2D variable in any shader), it is unnecessary to switch between active texture units at this time. |