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RESOLVED FIXED
166425
Move GraphicsContext3DWin to GraphicsContext3DOpenGLES
https://bugs.webkit.org/show_bug.cgi?id=166425
Summary
Move GraphicsContext3DWin to GraphicsContext3DOpenGLES
Alex Christensen
Reported
2016-12-22 11:46:27 PST
Move GraphicsContext3DWin to GraphicsContext3DOpenGLES
Attachments
Patch
(15.22 KB, patch)
2016-12-22 15:11 PST
,
Alex Christensen
thorton
: review+
Details
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proposed patch, testcase, etc.
Alex Christensen
Comment 1
2016-12-22 15:11:25 PST
Created
attachment 297679
[details]
Patch
Alex Christensen
Comment 2
2016-12-22 16:33:22 PST
http://trac.webkit.org/changeset/210123
Michael Catanzaro
Comment 3
2016-12-22 17:06:24 PST
Regarding the commit message. Please talk to the relevant GTK devs (CCing several) about this before working on it as I highly doubt this would be acceptable for us; we surely want the system GLES from mesa, not ANGLE's?
Alex Christensen
Comment 4
2016-12-22 17:18:00 PST
Don't worry, ANGLE's GLES "implementation" is just a checked wrapper and would use the system GLES as its backend. For example, a call to getActiveAttrib from JavaScript currently does checks in GraphicsContext3D::getActiveAttrib and GraphicsContext3D::getActiveAttribImpl and then calls ::glGetActiveAttrib which calls whatever OpenGL/OpenGLES implementation the system has. With the upcoming architecture, a call to getActiveAttrib would call ANGLE's gl::GetActiveAttrib, which would do checks similar to what we have in GraphicsContext3D::getActiveAttrib and GraphicsContext3D::getActiveAttribImpl inside of ANGLE and then ANGLE would call the system's ::glGetActiveAttrib. I have a proof of concept working on Mac. It's pretty terrible right now, but once it gets in better condition I'll show it to Žan et al.
Michael Catanzaro
Comment 5
2016-12-22 17:49:52 PST
OK, that sounds fine indeed!
Alex Christensen
Comment 6
2016-12-22 17:59:19 PST
I have no idea how this will work with wayland, but I'm hoping Žan can help out with that once I have something working cleanly and passing more than the most basic of tests.
Carlos Garcia Campos
Comment 7
2016-12-23 02:03:51 PST
(In reply to
comment #4
)
> Don't worry, ANGLE's GLES "implementation" is just a checked wrapper and > would use the system GLES as its backend. For example, a call to > getActiveAttrib from JavaScript currently does checks in > GraphicsContext3D::getActiveAttrib and > GraphicsContext3D::getActiveAttribImpl and then calls ::glGetActiveAttrib > which calls whatever OpenGL/OpenGLES implementation the system has. With > the upcoming architecture, a call to getActiveAttrib would call ANGLE's > gl::GetActiveAttrib, which would do checks similar to what we have in > GraphicsContext3D::getActiveAttrib and > GraphicsContext3D::getActiveAttribImpl inside of ANGLE and then ANGLE would > call the system's ::glGetActiveAttrib. I have a proof of concept working on > Mac. It's pretty terrible right now, but once it gets in better condition > I'll show it to Žan et al.
That's probably ok, but need to either never include eglplatform.h from ANGLE or update it, because the eglplatform.h from current ANGLE doesn't have the Wayland types.
Alex Christensen
Comment 8
2017-01-03 10:43:11 PST
We can put whatever we want in our copy of the ANGLE headers, but that sounds like something the ANGLE project would be interested in. You could probably push a change to
https://github.com/google/angle/blob/master/include/EGL/eglplatform.h
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