Even 400 lines is way too much change for precise. And I haven't done
any performance testing on it yet.

At the moment forcing full screen redraws provides the highest
framerates and lowest CPU (compiz+Xorg). It also means regional damage
debugging with showrepaint is irrelevant. And it's even lower CPU than
the prototype in comment #1.

Keep in mind that the opengl plugin goes through the motions of drawing
ALL windows regardless of the rendering mode. So the more complex the
regions (even if they're small), the more CPU it uses.

I would like to benchmark the GLES rendering when I have time. But it's
irrelevant this close to release.

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https://bugs.launchpad.net/bugs/901097

Title:
  Add option to use glXSwapBuffers on every frame, not just full-screen
  redraws.

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