glx: turn LIBGL_ALWAYS_INDIRECT into a boolean
Instead of setting based on set/unset, allow users to use boolean values. In the docs, use `ALWAYS=true` instead of `ALWAYS=1` as it's clearer IMO. Signed-off-by: Eric Engestrom <eric.engestrom@imgtec.com> Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
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@ -29,7 +29,7 @@ sometimes be useful for debugging end-user issues.
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<li>LIBGL_DEBUG - If defined debug information will be printed to stderr.
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If set to 'verbose' additional information will be printed.
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<li>LIBGL_DRIVERS_PATH - colon-separated list of paths to search for DRI drivers
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<li>LIBGL_ALWAYS_INDIRECT - forces an indirect rendering context/connection.
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<li>LIBGL_ALWAYS_INDIRECT - if set to `true`, forces an indirect rendering context/connection.
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<li>LIBGL_ALWAYS_SOFTWARE - if set to `true`, always use software rendering
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<li>LIBGL_NO_DRAWARRAYS - if set do not use DrawArrays GLX protocol (for debugging)
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<li>LIBGL_SHOW_FPS - print framerate to stdout based on the number of glXSwapBuffers
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@ -59,7 +59,7 @@ to learn if it is thread safe.
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Indirect Rendering
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You can force indirect rendering mode by setting the LIBGL_ALWAYS_INDIRECT
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environment variable. Hardware acceleration will not be used.
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environment variable to `true`. Hardware acceleration will not be used.
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@ -907,7 +907,7 @@ __glXInitialize(Display * dpy)
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dpyPriv->glXDrawHash = __glxHashCreate();
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#if defined(GLX_DIRECT_RENDERING) && !defined(GLX_USE_APPLEGL)
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glx_direct = (getenv("LIBGL_ALWAYS_INDIRECT") == NULL);
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glx_direct = !env_var_as_boolean("LIBGL_ALWAYS_INDIRECT", false);
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glx_accel = !env_var_as_boolean("LIBGL_ALWAYS_SOFTWARE", false);
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dpyPriv->drawHash = __glxHashCreate();
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