[Mesa-dev] OpenGL on Wayland
Kalrish Bäakjen
kalrish.antrax at gmail.com
Wed Jul 2 09:15:58 PDT 2014
Thank you all for your help. Finally, it works, although I have to force
the OpenGL version with MESA_GL_VERSION_OVERRIDE and its GLSL partner,
because KHR_create_context is not supported under LLVMpipe - if those
environment variables are not set, the maximum that can be got is a 3.0
context. I suspect the pertinent examples are not tested with
LIBGL_ALWAYS_SOFTWARE set.
About that issue, should I file a bug report?
On Mon, Jun 30, 2014 at 9:45 AM, Kenneth Graunke <kenneth at whitecape.org>
wrote:
> On Friday, June 27, 2014 08:08:21 PM Kalrish Bäakjen wrote:
>> > Hello,
>> >
>> > I am working on a project that uses EGL and defers drawing to render
>> > modules. To maintain compatibility with Wayland and avoid being tied to
> X,
>> > I have chosen OpenGL ES 3. As it is difficult for me to find information
>> > about this API, I would rather use its desktop counterpart; however, as
>> > said, this would make it impossible to run my application on Wayland.
>> >
>> > What is the status of OpenGL on Wayland? Are there any plans on
>> > emancipating it from GLX?
>> >
>> > Thank you, and, please, forgive me if this message does not correspond to
>> > these lists. Regards,
>> > Kalrish
>>>> You can run desktop OpenGL on Wayland just fine. As an example,
> Piglit/Waffle contains hundreds of small OpenGL applications which at can
> run on EGL/Wayland, EGL/X11, or GLX, and decide which to use purely at
> run-time.
>>>> libGL does contain GLX, so there are X build dependencies. But that
> doesn't mean your application is "tied to X". X does not need to be running.
>>>> That said, it would be great if someone who knows dispatch would revisit
> the new OpenGL ABI issue. nVidia put together a great proposal for new
> separate libOpenGL.so and libGLX.so libraries, and us Mesa folks have
> pretty much dropped the ball. :(
>>>> --Ken
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