Wayland egl

apologise, but, opinion, there other way the..

Wayland egl

KWin uses NetWM modes internally to do this. Works with Xwayland clients. Would also work for Wayland clients, just the state cannot be exported to Wayland c. Quick tiling. We don't have an API yet for remote support. Even if we had things like TeamViewer would not work any more. There is also already support in xdg-desktop-portals for convenience of other apps and general support in Flatpaks. What's still missing is an API for remote input. No clipboard history e.

Klipper and clipboard plasmoid and no clipboard sync with KDE Connect.

Package: libwayland-egl-backend-dev (1.18.0-1 and others)

KWin lacks integration the tablet support from libinput. X has the ability to accept fake input events to allow programs such as Easystroke. With the new security model of Wayland, such a program would need to be part of the compositor.

Session restoring does not include Wayland native windows. Our sessions management recover engine is based on the X Session Management Protocol and there is apparently currently no generic concept to do it on Wayland.

wayland egl

Broke with switch to XdgShellV6. Activities are probably not a must-have feature, but anyway this is annoying for those who got accustomed to them on X View View source History. Jump to: navigationsearch.

Open-Source Wayland Window System Running on ARM Mali GPUs

This page tracks the Wayland showstoppers through out the stack Contents. This page was last edited on 31 Marchat I still encounter issues using the EGL context, specifically I am unable to switch contexts between windows, e. Is the EGL context in blender fully supported? How would I make sure that the context gets properly manages when constructing and destructing child windows?

Part of the reason I did this was to familiarize myself with the ins and outs of Wayland. It should be really useful to have a maintainer with in-depth knowledge on this around. I stopped while working on the latter. We may get more benefits with less work than adding an entire Wayland implementation. However, if the Blender developers decide to got his way, it should be done for all platforms, and not just to gain Wayland support. While the benefit of this would be the reduction in maintenance costs for these GHOST wrappers, you lose the ability to implement platform-specific user interaction, e.

In any case, if Blender developers decide to replace GHOST with a third-part platform-abstraction layer in the short-term within the next 2 yearsI would not go on with these Wayland native efforts, otherwise, I would continue with these Wayland efforts. Since you seem to have more experience with the EGL context creation, I would be very happy if you could help me with the context creation.

I used pkg-config since it will work for all libraries that I am depending on. There are some third-party CMake modules to find and use Wayland libraries, but I would need to find yet another cmake script for xkbcommon. If this is the better choice, I would be very happy if you could contribute to my wayland branch. A runtime selection between X11 and Wayland, as done for example in GTK, Qt or Firefox, allows using the same binary on different desktop sessions. The question remains if this contribution would be useful for Blender, or if there are plans to drop the GHOST layer in the near future.

Is this true? I would have expected that such functionality would still be just as available as if not using an abstraction, but would obviously need to be implemented per platform. I think so. I think there are limited ways to access the OS-specific window handles in SDL or GLFW, but I am not aware of how you would extend the functionality available in those platform-abstraction layers. After all, their purpose is to abstract from platform-specific APIs. To use this in Blender, you would need to wait until it has been implemented in your platform-abstraction layer of choice, or you might implement it yourself and send patches upstream to the platform-abstraction project and hope that they will be accepted.

It is not guaranteed that upstream platform-abstraction projects will implement all the features you need. An alternative to those would be the use of toolkits like Qt and GTK, which also support GL context creation and more likely will implement Wayland protocol or desktop application features in general. I would either use platform-abstraction to not care about the underlying platform at all, or I would provide manual platform bindings to make most use out of platform-specific features.

Years back there was a wayland ghost port someone had started, I looked into it and IIRC managed to get basic tests working. Edit - linked here. The advantage with SDL is we already have support for it in master and we can use it without any overhead until we choose to take advantage of Wayland spesific features.Contents Wayland What is Wayland?

Why switch to Wayland? Drivers X compatibility Cross-desktop compatibility What others are doing What does this mean for distributions? What is Wayland? Wayland is a compositor protocol and library implementation of that protocol. Under Wayland, the roles of the display manager and the compositor are merged.

The core Wayland protocol is fairly minimal, and a lot of functionality is offered via extensions that implement interfaces similar to D-Bus interfaces.

See the Wayland website for more in-depth information. X is showing its age - it has been kept alive for a very long time by means of adding more and more extensions to the core protocol. The Wayland protocol is a much leaner definition of a modern compositing-based display system.

We don't need to carry around many obsolete parts of the X protocol such as core fonts, the core rendering API, etc any longer.

wayland egl

Some problematic parts of the X protocol, such as grabs, are simply not present under Wayland, which avoids a whole class of problems. Many core X contributors are eager to see us move to the next generation display system - after all Wayland was born and raised in the X community, and has strong support there.

The Hello Wayland Tutorial

Cross-desktop compatibility For X-based desktops, the ICCCM and EWMH specifications together with a number of other X and freedesktop specifications have provided a reasonable basis for interoperability of applications across different environments. The Wayland reference compositor, weston, has served as a testbed to implement interfaces that replace some of these specifications.

We will work with the Wayland community and with other desktops that are moving towards Wayland such as KDE and Enlightenment to expand these interfaces as needed and document them well enough to ensure interoperability. What others are doing KDE currently has no plans to stop X from fully working, and the idea is to support Wayland as an optional alternative. The EFL toolkit is already ported to Wayland.

What does this mean for distributions? The display manager will need to know how to launch a Wayland-based session in addition to launching X-based sessions, and a few other plumbing components such as logind or ConsoleKit will have to learn about this new type of session. This affects multiple modules: gnome-settings-daemongdm Applications can be ported one-by-one.

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Hosted by Red Hat.A good way to understand the wayland architecture and how it is different from X is to follow an event from the input device to the point where the change it affects appears on screen. As suggested above, there are a few problems with this approach.

The X server doesn't have the information to decide which window should receive the event, nor can it transform the screen coordinates to window-local coordinates. And even though X has handed responsibility for the final painting of the screen to the compositing manager, X still controls the front buffer and modesetting. Most of the complexity that the X server used to handle is now available in the kernel or self contained libraries KMS, evdev, mesa, fontconfig, freetype, cairo, Qt, etc.

In general, the X server is now just a middle man that introduces an extra step between applications and the compositor and an extra step between the compositor and the hardware.

In wayland the compositor is the display server. We transfer the control of KMS and evdev to the compositor. The wayland protocol lets the compositor send the input events directly to the clients and lets the client send the damage event directly to the compositor:.

One of the details I left out in the above overview is how clients actually render under wayland. By removing the X server from the picture we also removed the mechanism by which X clients typically render. But there's another mechanism that we're already using with DRI2 under X: direct rendering. With direct rendering, the client and the server share a video memory buffer.

The client links to a rendering library such as OpenGL that knows how to program the hardware and renders directly into the buffer. The compositor in turn can take the buffer and use it as a texture when it composites the desktop. After the initial setup, the client only needs to tell the compositor which buffer to use and when and where it has rendered new content into it. In either case, the application must tell the compositor which area of the surface holds new contents.

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When the application renders directly to the shared buffer, the compositor needs to be noticed that there is new content. But also when exchanging buffers, the compositor doesn't assume anything changed, and needs a request from the application before it will repaint the desktop.

The idea that even if an application passes a new buffer to the compositor, only a small part of the buffer may be different, like a blinking cursor or a spinner.

wayland egl

On top of that, Wayland needs a way to share buffers efficiently between processes. There are two sides to that, the client side and the server side. On the client side we've defined a Wayland EGL platform. The full API is in the wayland-egl. Under the hood, the EGL stack is expected to define a vendor-specific protocol extension that lets the client side EGL stack communicate buffer details with the compositor in order to share buffers. The point of the wayland-egl. The open source stack uses the drm Wayland extension, which lets the client discover the drm device to use and authenticate and then share drm GEM buffers with the compositor.

The server side of Wayland is the compositor and core UX for the vertical, typically integrating task switcher, app launcher, lock screen in one monolithic application. The extension has a setup step where you have to bind the EGL display to a Wayland display.

This will create an EGLImage, which can then be used by the compositor as a texture or passed to the modesetting code to use as an overlay plane. Again, this is implemented by the vendor specific protocol extension, which on the server side will receive the driver specific details about the shared buffer and turn that into an EGL image when the user calls eglCreateImageKHR.Current support work is being done to enable client-side applications and a wayland compositor.

Currently EFL applications that use the lower-level Ecore-Evas and higher level Elementary API 's will work and display correctly in a Wayland compositor, handle input, resizing and moving. Client-side frames are already provided. They are fast and usable. Work is currently underway to land a complete Wayland compositor stand-alone, no X11 needed into the master branch of Enlightenment.

At this stage, we are undergoing heavy testing and resolving any issues. We will definitely need to extend Wayland protocol to make a fully functioning desktop or mobile environment, but what we do have based on the existing wayland protocol is quite usable. All the source code for Wayland support is already in our source code repositories. You will need to check them out.

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Please see our Contribute page for information there. These steps assume that you have the environment variables set as per the above building instructions. NOTE : If you are using an Intel video card, and wish to also have the Enlightenment X11 Compositor be able to render using OpenGL, then you should build Mesa from the above instructions with the —enable-osmesa and —enable-glx-tls options.

Elementary requires no special options to support Wayland however it IS required that EFL was built with Wayland support in order to render Elementary applications inside a Wayland compositor such as Weston. To compile Enlightenment with Wayland Client support, you should compile Enlightenment as you normally would, and enable the desired below options:.

For Wayland Client applications running inside the Enlightenment X11 Compositor, no special variables need be set however you should be sure to restart Enlightenment After following the above build instructions. If it is not set by your distribution, please consult documentation for your distribution on the proper way to set it.

EFL is currently tracking Wayland master and will not function with the 0. Feature complete including support for double or triple buffering, transparency, and rotation. Feature complete including support for double or triple buffering, transparency, rotation, partial swaps, and buffer ageing.

Hardware Accelerated rendering has landed upstream perhaps prematurely and requires more testing. It is only compatible with gbm-based drivers at the moment. Complete support for rendering Wayland Client applications inside the existing X11 Compositor. Experimental support for running Wayland-Only without X11 is undergoing heavy testing.This tutorial shows how to implement a hello world client application for wayland, explaining essential wayland concepts and all the steps required to create any fully working wayland client.

The hello world application does not use any GUI toolkit, it directly uses the low level wayland protocol, so that the fundamental parts of wayland are described. The tutorial is a result of my own study of the wayland protocol. The tutorial is divided into 2 posts. This is the first post, that will explain all the concepts and the high level part of the hello world application. The wayland protocol is verbose, so I separated the code into two parts, one containing the protocol details and another, the main module, shown above, containing the high level "hello world" implementation.

The main function is written at algorithmic granularity and represents the complete set of steps necessary to communicate with the display server to display the hello world window and accept input from the pointer device, closing the application when clicked. A description of the relevant parts of the code follows:. It is used in the code for running the main loop. Their geometry is hardcoded. This is the button callback.

Then we open the image file. A main design philosophy of wayland is efficiency when dealing with graphics. In the hello world application we mmap our hardcoded image file. The image file is open once, and mmapped once.

Objects representing visible elements are called surfaces. Surface contents are filled by using buffer objects. The buffer object has the contents of a surface. After setting up the main window, we configure the cursor. This calls the main loop with the global display object as the parameter.

This was the first part of the hello world tutorial.

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Nice idea, thanks. Two things: — I would switch the line 41 and 42 as it looks a little strange to have the pool object treated at line 40 and 42 and to have a surface object created at line 41 with nothing done to it at line 42 but then used at line Did I miss something? Reblogged this on Swift Juggler and commented: Something I really wanted!

Thank you for the great tutorial. Thank you for your example program. They both seem like a size value.X11 part The X11 part of the diagram is very much simplified.

Naturally the application also uses one of the OpenGL interfaces. The X server has hardware or platform specific drivers that are generally referred to as DDX.

On the Linux DRI stack, these call into libdrm and the various driver specific sub-libraries. All this in the diagram is just for comparison with a Wayland stack. Mesa GBM provides graphics memory buffers to Weston. Then comes the trick that is denoted by the double-arrowed blue line from Wayland client to Mesa EGL in the diagram. In the diagram this is shown as the blue dotted arrow from EGL Wayland platform to itself. Finally, the client calls eglSwapBuffers to show the result in its Wayland window.

Weston itself processes the attach request. In return Weston gets an EGLImage handle, which is then turned into a 2D texture, and used in drawing the surface window.

Summary The important facts, that should be apparent in the diagram, are: There are two different EGL platforms in play: one for the server, and one for the clients. The system dependent part of Weston is the backend, which somehow must be able to drive the outputs. Therefore every Wayland server implementation does not need its own set of graphics drivers, like X does.

It is also worth to note, that 3D graphics on X uses very much the same drivers as Wayland. However, due to the Wayland requirements from the EGL framework extensions, EGL Wayland platformproprietary driver stacks need to specifically implement Wayland support, or they need to be wrapped into a meta-EGL-library, that glues Wayland support on top.

Proprietary drivers also need to provide a way to use accelerated graphics without X, for a Wayland server to run without X beneath.

Therefore the desktop proprietary drivers like Nvidia's have a long way to go, as currently nvidia does not implement EGL at all, no support for Wayland, and no support for running without X, or even setting a video mode without X.

There are already plans to change to some of the architecture described in this article, so it is possible that details in the diagram become outdated fairly soon. This article also does not consider a purely software rendered Wayland stack, which certainly would lift all these requirements, but quite likely be too slow in practice for the desktop. See also: the authoritative description of the Wayland architecture.

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