FYI, the native-libs-in-mods issue is being discussed on the panama-dev list as well: http://mail.openjdk.java.net/pipermail/panama-dev/2018-April/001543.html
- Johan On Tue, May 1, 2018 at 6:01 PM Kevin Rushforth <kevin.rushfo...@oracle.com> wrote: > > > On 4/30/2018 8:58 AM, Michael Paus wrote: > > Am 30.04.18 um 17:29 schrieb Kevin Rushforth: > >> One thing to note is that unlike the JDK build, all class files for > >> Windows, Linux, and Mac are set up to be built (but not shipped) on > >> all three platforms, so it might be possible to create a jar file > >> that would be the same on all three platforms. I don't know how > >> feasible it would be or whether that the right direction to take or not. > > If possible, I would like to see a change in this policy to not ship > > certain fragments of the build. Especially I would like to have the > > possibility to use a JavaFX based on OpenGL on Windows too. This would > > make Java truly cross-platform and might offer a lot of possibilities > > for better integration of external graphics tools like for example > > tools based on JOGL. It might also offer the possibility to support > > WebGL in the WebView in the future so that this gap can be closed too. > > Am I just dreaming? What do others think? > > This is somewhat tangential to the issue of how to ship the native > libraries and platform-specific classes for each platform. While it is > true that the prism_es2 classes and native libraries are compiled on > Windows platforms, they aren't part of the build artifacts, and aren't > ever run or tested at all. So it wouldn't be as simple as shipping > something that is currently not shipped. Doing so would require a bit of > work, not to mention a bug tail since OpenGL drivers for Windows tend to > be buggy (especially for Intel HD). As for WebGL, it would probably make > more sense to use ANGLE to translate to D3D on Windows than try to rely > on OpenGL being available everywhere. > > -- Kevin > > > Michael > >