Re: [Mesa-dev] OpenGL on Wayland

2014-07-03 Thread Kalrish Bäakjen
On Wed, Jul 2, 2014 at 6:37 PM, Thomas Daede daede...@umn.edu wrote:

 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?


I'm using a built package of Mesa git from here[1]. I hadn't noticed what
you state, because my program is still almost nothing (although it uses
shaders with the #version 330 core directive, is it normal that they
compile fine?). As for your advice, my program will need OpenGL 3.2 or 3.3
in the future, and it's unlikely that r200 will support it by then :), so I
need the extension.

FWIW, I have filed a bug report with the 'enhancement' tag, which is hosted
here[2].

1: http://pkgbuild.com/~lcarlier/mesa-git/
2: https://bugs.freedesktop.org/show_bug.cgi?id=80821
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Re: [Mesa-dev] OpenGL on Wayland

2014-07-02 Thread Thomas Daede
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.ant...@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 kenn...@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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Re: [Mesa-dev] OpenGL on Wayland

2014-07-02 Thread Kalrish Bäakjen
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 kenn...@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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Re: [Mesa-dev] OpenGL on Wayland

2014-06-30 Thread Kenneth Graunke
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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