glWUpdateWindowbufferSize was intended to be used only on window resize which is rare event.
That depends on what application you’re writing, yes? I’m sure Blender3D windows are resized more frequently than, for example, full-screen videogames. And non-full-screen videogames often, as a matter of courtesy, allow themselves to be resized.
Not all applications work the same way.
What do you think happens right now when an opengl gets resized? Exactly the same, the driver reallocates it’s buffer because there is nothing better that can be done.
That’s up to the driver. It could allocate a bigger buffer internally than the current resolution. Indeed, it could allocate a buffer the size of the desktop, just in case. It could reserve the desktop resolution’s worth of space for the framebuffer; if the application starts to need to use that empty space (allocating lots of textures), then it can dip into it, but only as a last resort. It can play games with these things.
Yes, in the worst-case yes, every size change reallocates the buffer and fragments memory. But drivers have a lot of leeway in allocating things.
To be fair, if this window-buffer stuff was implemented by the driver, it could still do all of these things. Except that the user can’t. The user’s providing the back-buffer, which is where the problem comes from. Having to directly manage the back buffer makes it impossible to handle this.
I dont for a moment doubt that you will dislike anything i propose.
Let me tell you something about me. I do not generally notice who people are. I don’t really read names; I answer posts. I talk about what is said, not who said it. The only reasons I even know you from other posters on the forum are:
1: You consistently refuse to capitalize the word “I”.
2: You consistently try to make things personal when I’m talking about the merits of your idea. You’ve gotten it into your head that I’m out to get you.
I’m out to get ideas I think are bad or non-productive. If I seem to be “trolling” you, it is only because, from my perspective, you are consistently posting ideas that I find to be bad or non-productive. I’m not out to get you; I’m out to get bad ideas, and if you post a lot of them, we will talk frequently.
If you posted an idea I found to be good and there was actually a chance that the ARB would implement it, I wouldn’t argue against it. For example, this thread. The idea has actual merit, fills a need, and is something that the ARB might actually implement (unlike replacing OpenGL32.DLL, which the ARB can and will not do). You will notice that my contribution to that thread consisted primarily of asking a question about the frequency of version updates.
So no: I don’t dislike anything you propose. Just the bad or non-implementable stuff.