Wayland requires apps to use OpenGL ES because there's no actual way to create an OpenGL context on Wayland right now. Normally, to create an OpenGL context, you need to use some windowing-system-specific API, such as GLX (X11), WGL (Windows), or AGL (Mac). Wayland doesn't implement any of these for obvious reasons, instead preferring that applications use EGL.
EGL supports OpenGL, but if I understand correctly it's only really implemented for OpenGL ES and OpenVG in Mesa right now.
This is entirely a short term and fixable problem, not a huge show stopper of any sort.
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Originally posted by srg_13 View PostIt won't. It uses existing mode-setting drivers, existing mesa, and so on.
the ease and simplicity in development will come from the smaller codebase as far as i understand it
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even if this can be considered a milestone there are still stuff in the TODO list that afaik noone is working on
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Originally posted by przemoli View PostHi, can anyone explain if and how Wayland will speed|ease|simplifiy development of Linux Graphics Drivers Stack?
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Originally posted by Prescience500 View PostWouldn't OpenGL in addition to OpenGL ES allow for greater performance in things like high graphics gaming and what not?
The only things it really affects are Compiz and Kwin (and other compositors). These will need to be rewritten to work on OpenGL ES, which is basically the same as OpenGL 3 minus all the fixed-function backwards compatibility. It might be missing a few of the newer OpenGL features, but I suspect those will be included as extensions if they aren't already. I think it's good to only guarantee the base ES2.0 functionality anyway, so that the code can also run on mobile devices that only support that much.
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Hi, can anyone explain if and how Wayland will speed|ease|simplifiy development of Linux Graphics Drivers Stack?
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Originally posted by Prescience500 View PostWouldn't OpenGL in addition to OpenGL ES allow for greater performance in things like high graphics gaming and what not?
But applications can use any OpenGL version that their graphics driver supports.
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Originally posted by Prescience500 View PostWouldn't OpenGL in addition to OpenGL ES allow for greater performance in things like high graphics gaming and what not?
Wayland as in "display manager" as opposed to "new standard" does use "OpenGL ES" instead of "OpenGL" to render stuff but that is simply because it wants to run on mobile devices with as little changes as possible and unless you mean OpenGL 4.x there's virtually no big performance difference between OpenGL 1x-3x and OpenGL ES 2.0.
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Wouldn't OpenGL in addition to OpenGL ES allow for greater performance in things like high graphics gaming and what not?
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