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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
2017-08-10
enable gl blending
Tony Crisci
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
2017-08-05
Use meson build system
nyorain
2017-08-05
Remove unnecessary calls to glActiveTexture
Tony Crisci
2017-08-04
Implement destroying surfaces
Tony Crisci
2017-08-04
Implement shm buffer surface attach interface
Tony Crisci
2017-07-11
Revert "Merge pull request #27 from ascent12/meson"
Drew DeVault
2017-07-11
Use subdir
Scott Anderson
2017-07-11
Changed build system to meson
Scott Anderson
2017-06-29
Merge branch 'wlcore'
Drew DeVault
2017-06-26
Added software cursor fallback
Scott Anderson
2017-06-23
Support wl_shm pixel formats in gles2 renderer
Drew DeVault
2017-06-23
Add wlcore/wl_shm (WIP)
Drew DeVault
2017-06-23
Manually transpose matricies in shader
Drew DeVault
2017-06-23
Switch to GLES2
Drew DeVault
2017-06-21
Reorganize wlr-common
Drew DeVault
2017-06-20
Clean up Wayland backend GL context and such
Drew DeVault
2017-06-15
Add colored quad and ellipse rendering primitives
Drew DeVault
2017-06-09
Destroy gles3 wlr_surfaces
Drew DeVault
2017-06-09
Add error "handling" to gles3 backend
Drew DeVault
2017-06-08
Further improvements to rendering subsystem
Drew DeVault
2017-06-08
Add wlr_renderer and move quad rendering there
Drew DeVault
2017-06-08
Add wlr_shader to wlr-render
Drew DeVault
2017-06-07
Use constant VBO for quad, add matrix stuff
Drew DeVault
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