~compiz-team/compiz/0.9.11

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<?xml version="1.0" encoding="UTF-8"?>
<compiz>
    <plugin name="opengl" useBcop="true">
	<_short>OpenGL</_short>
	<_long>OpenGL Plugin</_long>
	<category>General</category>
	<deps>
	    <requirement>
		<plugin>composite</plugin>
	    </requirement>
	</deps>
	<options>
	    <option name="texture_filter" type="int">
		<_short>Texture Filter</_short>
		<_long>Texture filtering</_long>
		<default>1</default>
		<min>0</min>
		<max>2</max>
		<desc>
		    <value>0</value>
		    <_name>Fast</_name>
		</desc>
		<desc>
		    <value>1</value>
		    <_name>Good</_name>
		</desc>
		<desc>
		    <value>2</value>
		    <_name>Best</_name>
		</desc>
	    </option>
	    <option name="lighting" type="bool">
		<_short>Lighting</_short>
		<_long>Use diffuse light when screen is transformed</_long>
		<default>false</default>
	    </option>
	    <option name="sync_to_vblank" type="bool">
		<_short>Sync To VBlank</_short>
		<_long>Only perform screen updates during vertical blanking period</_long>
		<default>true</default>
	    </option>
	    <option name="texture_compression" type="bool">
		<_short>Texture Compression</_short>
		<_long>If available use compression for textures converted from images</_long>
		<default>false</default>
	    </option>
	    <option name="framebuffer_object" type="bool">
		<_short>Framebuffer object</_short>
		<_long>Render all frames indirectly using framebuffer objects (GL_EXT_framebuffer_object), if supported by the driver. Pros: Might be faster than the default buffer swapping method in some cases. Cons: This will come at the cost of (1) usually reduced graphics benchmark performance; (2) increased GPU resource consumption; and (3) possibly higher visible lag. Note: This feature is always on in OpenGL|ES builds such as ARM platforms.</_long>
		<default>true</default>
	    </option>
	    <option name="vertex_buffer_object" type="bool">
		<_short>Vertex buffer object</_short>
		<_long>Render all graphics primitives using vertex buffer objects (GL_ARB_vertex_buffer_object), if supported by the driver. Pros: This provides higher graphics performance for some drivers. Cons: This is a new feature and may cause graphical problems. Note: This feature is always on in OpenGL|ES builds such as ARM platforms.</_long>
		<default>true</default>
	    </option>
	    <option name="always_swap_buffers" type="bool">
		<_short>Always use buffer swapping</_short>
		<_long>Use glXSwapBuffers to display every frame. This eliminates visible tearing with most drivers and dramatically improves visual smoothness. Automatically enabled when framebuffer_object is on.</_long>
		<default>true</default>
	    </option>
	    <option name="enable_x11_sync" type="bool">
		<_short>X11 Sync objects</_short>
		<_long>Use X11 Sync fences to synchronize rendering between X11 and OpenGL (GL_EXT_x11_sync_object). Without this, the contents of windows may not be completely redrawn.</_long>
		<default>true</default>
	    </option>
	    <option name="unredirect_driver_blacklist" type="string">
		<_short>Unredirect Driver Blacklist</_short>
		<_long>If non-empty, specifies a POSIX (extended) regular expression to match against the OpenGL driver strings (newline separated): "GL_VENDOR\nGL_RENDERER\nGL_VERSION". If the regular expression matches a substring of that concatenation then no windows will ever be unredirected while using that particular graphics driver.</_long>
		<default>(nouveau|Intel).*Mesa 8.0</default>
	    </option>
	</options>
    </plugin>
</compiz>