Verify that when receiving the first of two synchronization callback
events, destroying the second one doesn't cause any errors even if the
delete_id event is handled out of order.
Signed-off-by: Jonas Ådahl
---
Hi,
This makes the crash fixed by e273c7cde34c23437d34732082d46aee537f6611
reproduc
Using signals in the previous way could potentially lead to dead locks
if the SIGCONT was signalled before a listener was registered.
Signed-off-by: Jonas Ådahl
---
tests/queue-test.c | 79
1 file changed, 55 insertions(+), 24 deletions(-)
Giulio Camuffo wrote:
I don't see how that would help drawing client side decorations. Or are
you talking about a different problem?
The problem I am talking about is that on X and Windows, if you have a
window created for OpenGL rendering, the method used to get a "normal
drawing context" (
On Sat, Nov 03, 2012 at 10:26:10PM +0100, Jonas Ådahl wrote:
> When events are queued, the associated proxy objects (target proxy and
> potentially closure argument proxies) are verified being valid. However,
> as any event may destroy some proxy object, validity needs to be
> verified again before
On Mon, Nov 5, 2012 at 9:31 PM, Bill Spitzak wrote:
> I replied privately to this but here is a more concise reply.
>
> Samuel Rødal wrote:
>
>> In OpenGL ES 2.0 and modern desktop OpenGL there is no concept of a
>> projection matrix state...
>
>
> I am aware of this. But most applications provide
2012/11/5 Bill Spitzak
>
>I agree that it would be nice to not
>
>> create extra surfaces, but I think the cleanest way to do that would
>> be an EGL extension, otherwise pretty much all existing OpenGL code
>> will have to be modified in various ways in order to be ported.
>>
>
> I agree this
I replied privately to this but here is a more concise reply.
Samuel Rødal wrote:
In OpenGL ES 2.0 and modern desktop OpenGL there is no concept of a
projection matrix state...
I am aware of this. But most applications provide utility functions that
maintain state (such as the location of th