-
-
Notifications
You must be signed in to change notification settings - Fork 124
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
blog: Add post about revamped opengl kit #619
base: master
Are you sure you want to change the base?
Conversation
Don't merge this one yet. It needs technical review by @X547 and maybe some future looking statements? |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
we should wait until the new Mesa is merged and this model actually used.
Was BGLRenderer a part of BeOS? I am not detailed of BeOS OpenGL Kit history. If so, does it mean that BeOS OpenGL drivers binaries works with Haiku gcc2? Anybody tried? Probably not relevant today, just curious. BGLRenderer can be added to glvnd if really needed. |
No, it is not from BeOS. The only API in BeOS R5 is BGLView: https://github.com/jscipione/r5headers/blob/master/headers/be/opengl/GLView.h There were extra things in Dano/BeOS R6 for full-screen OpenGL bypassing app_server, some games use that: https://github.com/CodeforEvolution/BeOSDanoHeaders/blob/master/headers/be/opengl/DirectGLWindow.h I think there was something in Zeta as well, not sure if the same as Dano or yet another variant. In any case, BGLRenderer was introduced a lot later, IIRC when we allowed to switch between swrast and llvmpipe. On BeOS, the way to switch between different renderers was a lot simpler: just replace the whole libGL with a different one. Several were available, I know of at least:
As long as they implement the same BGLView public API, apps will happily switch from one to another. |
Also I don't understand how these changes to the API really change anything in relation to 3D acceleration. Maybe I'm misssing something, but I don't think the way BGLView communicates with Mesa is so important for 3D acceleration? That would happen more on the "other side" of Mesa where it talks with drivers? So really the main change here is:
Then there is, as far as I understand, a separate part of the work with libglvnd to allow switching between different providers of OpenGL. This used to be possible in previous iterations:
|
EGL is not really required for 3D acceleration, but it gives some benefits such as EGLImage API for exporting/importing GPU buffers between applications, implicit sync primitives, some precise OpenGL context options etc.. BGLView API is very limited, it do not provide proper multiple OpenGL contexts support, API/context creation options etc. So advanced OpenGL applications are better to use EGL (maybe wrapped with SDL, GLFW etc.), while simple applications may continue to use BGLView. It also allow to use more OpenGL drivers implementations such as Nvidia proprietary driver (Nvidia mostly need only rebuild driver for Haiku, Haiku windowing integration can be done on Haiku side via Nvidia windowing system add-on API (https://github.com/NVIDIA/eglexternalplatform)).
It also allows to use multiple OpenGL drivers in the same process at the same time. |
No description provided.