Originally posted by 144Hz
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SDL2 Adds Wayland HiDPI Support
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Last edited by shmerl; 12 June 2019, 04:50 PM.
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Originally posted by shmerl View Post
That's a lie. Pooled resources mean compositors have a shared base. Something like libinput is pooled. Mutter itself is not. wloorts can be potentially pooled, but compositors would need to use it, for it to help. As it stands now, resources pooling is quite poor.
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'everyone is for themselves, because all the burden is on compositors to implement core system features. That's why things are so excruciatingly slow with switch to Wayland'
Firefox and Chromium are not slow at getting to native Wayland because there are different compositors to target. They are slow moving to modern widgets and components which are Wayland ready. At least, this is how I understand it.
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Originally posted by treba View PostThis is really good news. One step closer to having acceptable fractional scaling support. I hope more steam games pick up more recent versions of SDL (or use the runtime one to begin with) so we can use the wayland backend.
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Originally posted by 144Hz View PostFedora keeps pushing wayland. Ubuntu keeps polishing x11. And third parties like SDL helps as well. Next Fedora and Ubuntu is all we need. Small steps on drivers, the desktop and the games support. Giant leap for Linux.
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Originally posted by shmerl View PostIt's not about Fedora or Ubuntu. It's about compositors. The benefit of Xorg (despite all of its mess) - everyone works on the same thing, so efforts are pooled. In Wayland's world - everyone is for themselves, because all the burden is on compositors to implement core system features. That's why things are so excruciatingly slow with switch to Wayland. DEs are still basically not ready, and modern features take years to materialize.
For Mutter, KWin, Sway and etc. it would be good if the amount of non shared effort was reduced.Last edited by Vistaus; 13 June 2019, 11:53 AM.
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Originally posted by Vistaus View Post
Isn't that what Mir is for?
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