Hi, I have qmake build support for ANGLE here[1]. This should compliment your work and enable us to integrate better with the Qt build - I don't think we want to add a dependency to the ANGLE build system. It might give us a mingw build as well.
I got as far as getting Hello_Triangle compiling and sort-of running, at which point I realized that running ANGLE under VirtualBox probably isn't going to work. [1]: https://gitorious.org/qtangle/qmakeangle Morten On May 20, 2012, at 3:24 PM, ext Corentin Jabot wrote: > So, There is the patch. > > * First, checkout and build ANGLE as explain here > http://code.google.com/p/angleproject/wiki/DevSetup ( require directx sdk & > visual studio ) > * Then, edit qtbase/mkspecs/features/win32/opengl.prf and change the include > and library path of angle ( or just build angle in C:\\angle) > * Run configure.exe with the option "-opengl es2" > * Build qtbase, it should works fine. > * Build and test some examples. > > examples\opengl\hellowindow work just fine. > The others do not : black screen, crash, etc. > I'm not so sure where the problem really is, that is why I seek help > > How does it work ? > When configured with -opengl es2, the windows QPA will use an EGL contexts > and surfaces instead of opengl. the EGL calls are converted transparently by > ANGLE into directx calls. > > Remaining work : > * Try and fixes the black screen, crashes, and others issues ( like ui > unresponsiveness) > * Clean the code > * Integrate nicely with QSurfaceFormat and find optimal options. > * Ensure QtDeclarative and other modules works fine on top of angle > > Limitations: > * I thought of including ANGLE in the Qt sources, so it can automatically be > build via some configure option, but sadly ANGLE is not designed to compile > with MINGW. > * ANGLE provide an OpenGL ES 2.0 API, not an Opengl API. So examples, > applications or features that specifically require a full opengl api are not > supposed to work. > > > I'm convinced that this kind of work is really important for QML adoption > since a lot of final Windows users do not have a working opengl support - > mostly because they use outdated drivers, and they can be hard to update, > especially on laptops. > The ultimate solution would be to use ANGLE as a fallback if the > initialization of a classic opengl context fail, but that seems a really > laborious task. > Also, Thiago mentioned a cpu-rasterization project, I guess that would make > ANGLE useless, but I'm not sure there is people working on that. And the > performance of such solution wouldn't be so great. > > > > Please note that patch is very unstable and experimental. The patch is quite > ugly, I put some code in place it does not belong (see QEGLPlatformContext > constructor ) and added a lot of logs to figure what go wrong. > > <angle.patch>_______________________________________________ > Development mailing list > [email protected] > http://lists.qt-project.org/mailman/listinfo/development _______________________________________________ Development mailing list [email protected] http://lists.qt-project.org/mailman/listinfo/development
