diff --git a/cogl/cogl/winsys/cogl-onscreen-glx.c b/cogl/cogl/winsys/cogl-onscreen-glx.c index 8a0bf58d9..e0b8ec6a4 100644 --- a/cogl/cogl/winsys/cogl-onscreen-glx.c +++ b/cogl/cogl/winsys/cogl-onscreen-glx.c @@ -755,20 +755,11 @@ cogl_onscreen_glx_swap_region (CoglOnscreen *onscreen, * the GPU, only the CPU so we have to resort to synchronizing the * GPU with the CPU to throttle it. * - * Note: since calling glFinish() and synchronizing the CPU with - * the GPU is far from ideal, we hope that this is only a short - * term solution. - * - One idea is to using sync objects to track render - * completion so we can throttle the backlog (ideally with an - * additional extension that lets us get notifications in our - * mainloop instead of having to busy wait for the - * completion.) - * - Another option is to support clipped redraws by reusing the - * contents of old back buffers such that we can flip instead - * of using a blit and then we can use GLX_INTEL_swap_events - * to throttle. For this though we would still probably want an - * additional extension so we can report the limited region of - * the window damage to X/compositors. + * Note: calling glFinish() and synchronizing the CPU with the GPU is far + * from ideal. One idea is to use sync objects to track render completion + * so we can throttle the backlog (ideally with an additional extension that + * lets us get notifications in our mainloop instead of having to busy wait + * for the completion). */ cogl_framebuffer_finish (framebuffer);