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Kristian Høgsberg wrote:

> Ok, yes, glDrawBuffer(GL_FRONT) has to work, but always allocating an
> extra color buffer that most apps won't ever use is not a good use of
> memory.  So what about this: for a double buffered visual, the dri
> driver doesn't ask for the front at all, which the loader should
> handle just fine.  Then if the app wants to draw to the front buffer,
> it will call getbuffers, but asking for the front buffer and not the
> back buffer, that is, identical to the request it would issue for a
> single buffered visual.  And then it just works, since if the drawable
> is a window, we'll ask for the fake front instead and pass that to the
> driver.  It wont be fast, but we're mostly concerned with correctnes
> for front buffer rendering anyway.

Almost.  I believe a legal usage case is to call glXWaitX, then call
glDrawBuffer.  Since the glXWaitX happens before the fake front buffer
is created, the fake front buffer will be empty.  I guess we could do an
implicit glXWaitX in the loader whenever a GetBuffers call requests a
fake front buffer.
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