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After the damage queue PR, EGL damage count 0 means no change, and -1 means invalidate the entire window. However, several other places have different semantics, and we are not handling them correctly: 1. KVMFR uses 0 to signal invalidating the entire frame, so if we receive 0 rectangles in egl_on_frame, we should set damage count to -1. 2. The damage overlay treated 0 as full damage, which is now incorrect. This is fixed, and now it treats 0 as no update, and -1 as full damage.
Looking Glass
An extremely low latency KVMFR (KVM FrameRelay) implementation for guests with VGA PCI Passthrough.
- Project Website: https://looking-glass.io
- Documentation: https://looking-glass.io/docs
Documentation
❕❕❕ IMPORTANT ❕❕❕
This project contains submodules that must be checked out if building from the git repository! If you are not a developer and just want to compile Looking Glass, please download the source archive from the website instead:
https://looking-glass.io/downloads
Source code for the documentation can be found in the /doc
directory.
You may view this locally as HTML by running make html
with python3-sphinx
installed.
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