The 'buffering/GL' logic changes were installation of EGL sync points
during GL draws so that software clients (eg, Xmir) have synchronized
buffer releases. (fix https://bugs.launchpad.net/mir/+bug/1517205).

Poking around this today, it seems that the actual installation of the
sync points has some time cost (we have more cost on each buffer mapping
with that proper synchronization). So, if many buffers need mapping, the
time cost adds up. It is unreasonable that the driver should have any
cost when calling eglCreateSyncFence, but that's mali code we don't have
much control over.

We have quirks that allow for disabling the synchronization, but we
should avoid that if possible.

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https://bugs.launchpad.net/bugs/1563287

Title:
  [regression] [OTA-10] Spread animation stutters badly with only a few
  apps opened

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