That is the case when using the headless backend. In the future
we may be able to use the mesa null egl platform but for now let's
just skip it.
Signed-off-by: Emilio Pozuelo Monfort <emilio.pozuelo@collabora.co.uk>
Comment #2 in the bug report says Mesa 10.0 branch does not have the
fix, and indeed buffer-count test fails on Mesa 10.0.1. Fix the test to
require Mesa 10.1 or later.
Now I correctly get:
mesa version too old (OpenGL ES 3.0 Mesa 10.0.1 (git-12484d2))
https://bugs.freedesktop.org/show_bug.cgi?id=72835
Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.co.uk>
This adds a test that tries to simulate a simple game loop that would
be like this:
while (1) {
draw_something();
eglSwapBuffers();
}
In this case the test is relying on eglSwapBuffers to throttle to a
sensible frame rate.
The test then verifies that only 2 EGL buffers are used. This is done
via a new request and event in the wayland-test protocol.
Currently this causes 3 buffers to be created because the release
event generated by the swap buffers is not processed by Mesa until it
blocks for the frame complete event in the next swap buffers call, but
that is too late.
This can be fixed in Mesa by issuing a sync request after the swap
buffers and blocking on it before deciding whether to allocate a new
buffer.