OpenGL on Wayland

Armin K. krejzi at email.com
Sat Jun 28 10:33:44 PDT 2014


On 06/27/2014 09:15 PM, Jason Ekstrand wrote:
> 
> On Jun 27, 2014 11:49 AM, "Armin K." <krejzi at email.com
> <mailto:krejzi at email.com>> wrote:
>>
>> On 27.6.2014 20:08, 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?
> 
> If your concern is that your app works across window systems, then it
> shouldn't be a problem.  You can get a desktop GL context through EGL on
> Wayland without any problems.
> 
> The issue everyone talks about is that libGL also contains a GLX
> implementation so it links against Xlib.  This will create a link-time
> dependency on Xlib.  However, since your application will not be making
> any GLX calls, those code-paths will never get exercised and it will
> gave no runtime dependency on having an X server.  Really, this is a
> packaging problem far more than it is a programming problem.
> 
>>>
>>> Thank you, and, please, forgive me if this message does not correspond
>>> to these lists. Regards,
>>> Kalrish
>>>
>>
>> You can request OpenGL context through EGL. libGL is a GLX
> implementation and thus requires X to display stuff.
> 
> As I said above, that's not a problem.
> 

What I wanted to say is that you can't currently use libGL without EGL
for drawing on Wayland. There is no OpenGL implementation for Wayland
(GLW or whatever that could be called) - or there is?

> --Jason Ekstrand

-- 
Note: My last name is not Krejzi.


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