If CheckWindowOptionalNeed is called consecutively (and the first removes optional), then
we will SEGFAULT. This can happen in XQuartz because ReparentWindow will call
pScreen->ReparentWindow which can DeleteProperty which will CheckWindowOptionalNeed... then
ReparentWindow will call it again later indiscriminantly.
I don't understand the *why* ... I just see that it works better this way for games like Quake2 through wine. It *should* be better the other way, but somehow it's not.
I guess this will go in my list of puzzles to unravel.
setTexBuffer2 isn't present in this version of the structure, so don't try
to call it.
Signed-off-by: Keith Packard <keithp@keithp.com>
(cherry picked from commit a7a93c12f9)
With trying to match depths so that you didn't end up with a depth 24
fbconfig for the 32-bit composite visual, I broke the alpha bits on the depth
24 X visual, which angered other applications. But in fixing that, the
pickFBconfigs code for "minimal" also could end up breaking GLX visuals if
the same FBconfig was chosen for more than one X visual.
We have no reason to not expose as many visuals as possible, but the old
"all" mode didn't match any existing X visuals to GLX visuals, so normal
GL apps didn't work at all.
Instead, replace it with a simple combination of the two modes: Create GLX
visuals by picking unique FBconfigs with as many features as possible for
each X visual in order. Then, for all remaining FBconfigs that are
appropriate for display, add a corresponding X and GLX visual.
This gets all applications (even ones that aren't smart enough to do FBconfigs)
get all the options to get the visual configuration they want. The only
potential downside is that the composite ARGB visual is unique and gets a
nearly full-featured GLX visual (except that the root visual might have taken
the tastiest FBconfig), which means that a dumb compositing manager could
waste resources. Write compositing managers using FBconfigs instead, please.
(cherry picked from commit c40bad88475debf7a1774e22dce835577ad32154)
Signed-off-by: Keith Packard <keithp@keithp.com>
(cherry picked from commit 516f8e2cad)
This fixes at least one known bug, where the depth 32 visual would end up
with a depth 24 fbconfig attached, angering compiz.
(cherry picked from commit 5100d829a4)
The main change is cleanup of the visualConfigs and setting up alpha correctly there to match the visuals being added earlier (so the default visual has a corresponding GLX visual)
(cherry picked from commit 7351db5c87)
This was in place to work around the issue that was correctly solved with the
previous commit (changing the Windows menu behavior). Reverting this change
no longer causes crashing, so it's safe to show the dialog now.
This should fix some issues when building on different versions of OSX. We only use extensions that OpenGL.framework's glext.h header tells us are supported.