Meaningful results without eglSwapInterval(0)?
I've noticed fps is locked to the display refresh rate on EGL due to lack of eglSwapInterval(0) support in mesa (bug #1130553).
Given that problem, is it still possible to get anything like a meaningful result out of glmark2 on EGL? If rendering is below the display's refresh rate, will it show that, or will it just still give the display's refresh rate? If it'll show the lower rate, can the tests be adjusted to show those slower frame rates? (I got 85fps on all the tests when I ran it.) Other than increasing resolution? (Increasing resolution does seem to work for at least one - I saw a 24fps for the last test.)
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