newBuffer->initialize(buffer);
break;
}
- }
- if (!newBuffer) {
- qDebug() << "####################### create failed ######################";
}
+
+ Q_ASSERT(newBuffer);
return newBuffer;
}
void Surface::attach(struct wl_buffer *buffer)
{
Q_D(Surface);
+ static bool no_serverside_buffer_queue = qgetenv("QT_NO_SERVERSIDE_BUFFER_QUEUE").toInt();
+
SurfaceBuffer *newBuffer = 0;
+ if (no_serverside_buffer_queue) {
+ if (d->surfaceBuffer && !d->surfaceBuffer->textureCreated()) {
+ qDebug() << "releasing undisplayed buffer";
+ d->surfaceBuffer->destructBufferState();
+ d->surfaceBuffer = 0;
+ }
+ }
if (buffer) {
newBuffer = d->createSurfaceBuffer(buffer);
- Q_ASSERT(newBuffer);
- }
-#if 0 //GAMING_TRIPLE_BUFFERING
- if (d->surfaceBuffer && !d->surfaceBuffer->textureCreated()) {
- //qDebug() << "releasing undisplayed buffer";
- d->surfaceBuffer->destructBufferState();
- d->surfaceBuffer = 0;
}
-#endif
+
SurfaceBuffer *last = d->bufferQueue.size()?d->bufferQueue.last():0;
if (last && !last->damageRect().isValid()) {
last->destructBufferState();