[Mesa-dev] OpenGL on Wayland
Thomas Daede
daede003 at umn.edu
Wed Jul 2 09:37:30 PDT 2014
What Mesa version are you using? IIRC OpenGL 3.3 is only supported in
llvmpipe in mesa 10.3 and newer. Using MESA_GL_VERISON_OVERRIDE just fakes
the version string, it doesn't change what functions you can actually link
to.
Also, that also means for compatibility reasons you might want to request a
slightly older OpenGL version, unless you actually use functions provided
in OpenGL 3.3 that don't exist in an older version?
On Wed, Jul 2, 2014 at 9:15 AM, Kalrish Bäakjen <kalrish.antrax at gmail.com>
wrote:
> 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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>
>
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