Ian Douglas Scott

Results 545 comments of Ian Douglas Scott

Right. As defined in https://wayland.freedesktop.org/docs/html/ch04.html, I guess technically the only difference between strings and arrays is null-termination? And this seems to imply there shouldn't be other nul bytes, though I...

Yeah, there's not a clear best way to do this. Converting a `&str` to a `CStr` manually is a bit annoying, but strings aren't really that common in wayland protocols...

Okay, now I've taken the time to test locally on FreeBSD, I've updated it so the CI tests are passing on Linux and FreeBSD. I'll probably do a little more...

Looking at `WAYLAND_DEBUG=1 obs` logs, it shows ``` [1466686.158] {Default Queue} -> zxdg_toplevel_decoration_v1#49.unset_mode() ``` Which is defined to mean "Unset the toplevel surface decoration mode. This informs the compositor that...

Not sure if NixOS has a way to get debug symbols for Mesa. I'd personally try [building Mesa from source](https://docs.mesa3d.org/install.html#running-against-a-local-build-easy-way) to get better debugging output and be able to try...

This seems to be working. I think implementing `Element` like this to mostly pass through to `TextureRenderElement` is correct. (`underlying_storage()` isn't implemented since that would bypass the shader.)

My code for testing this in cosmic-comp is rather hacky at the moment but my use-case is to apply a post-process shader to the whole screen. Which we discussed wanting...

`override_default_tex_program()` seems like a kind of awkward API since it isn't composable. `clear_tex_program_override()` won't restore if there's already an override. I guess it can only be used at the lowest...

I couldn't think of a good way to add this as a feature to `TextureRenderElement`, since that is generic over renderers, while shaders are GLES specific. And it doesn't call...

It could work that way. I guess that would be slightly more ergonomic, though it's not really that hard to call `TextureShaderElement::new` to wrap with a shader. I guess where...