On Thu, Oct 25, 2012 at 9:56 PM, Carsten Haitzler <[email protected]> wrote:
> On Thu, 25 Oct 2012 17:05:39 -0200 Rafael Antognolli <[email protected]>
> said:
>
>> Hello all,
>>
>> I was trying to make wayland-egl backend to work with GLX, instead of
>> GLES. However, during my tests, I noticed that I can link the engine
>> to GLX and it will work, as soon as I keep the ifdefs inside the code
>
> err don't you mean GL, not GLX? (OpenGL vs openGL-ES)?

yeah, I may have understood it wrongly, but you are right.

>> as if GLES was being used. From my point of view, this works because
>> these ifdefs make the code actually use EGL, which is necessary for
>> wayland.
>>
>> Thus, in order to make this work, I'm planning to change these ifdefs
>> to check if EGL should be used, and that would be enabled in case
>> gl-flavor-gles OR wayland-egl is requested. Or something like this.
>> Does it make sense?
>>
>> Please notice that the code that I'm talking about is mostly inside
>> src/modules/engines/gl_common/... so it would affect all the GL
>> engines, though I'm planning to make the proper ifdefs in a way that
>> things specific to GLES keep being used when it is explicitly
>> requested (gl-flavor-gles).
>
> right now EGL and GLES go together in evas. they are inseparable. you enable
> them both or not at all.

ack

> so let me clarify this. you want to use OpenGL with EGL (vs using OpenGL-ES
> with EGL). ie you want to split this combination of EGL/GLES?

Exactly. So, right now we have either OpenGL, or OpenGL-ES with EGL,
right? As you said, what I want to add is a new combination of OpenGL
with EGL, which basically would use almost the same code path as the
OpenGL-ES with EGL (I guess that just a few things should be changed,
but not sure about that). And of course add the needed changes to the
build system.

Considering this, the wayland-egl backend would only be built with one
of the EGL options (it's a requirement).

-- 
Rafael Antognolli
http://antognolli.org/

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