Hi, please keep me CC-ed as I am not subscribed. Thanks
As you might know I am currently working on the OpenGL ES port of KWin and have some build system related questions. First a short explanation about the general problem: you can either compile against OpenGL or OpenGL ES, but not both at the same time. ES is only a subset of OpenGL and due to the various different versions we cannot restrict on the subset (though I would like to do so). This means it has to be decided at compile time whether OpenGL or OpenGL ES has to be used. This would be fine for mobile, but the ES port is also very important for desktop systems. It will give our users who are able to use ES a much more modern and hopefully much faster compositing system and it is a hard requirement for any work on Wayland[1]. So what I would like to have is: first build kwin with OpenGL, then build kwin again with other options set for OpenGL ES. Is something like that possible? KWin has several build targets. There is the effects library which is linked against either OpenGL or ES. In the ES case symbols are removed and in future probably some ES specific added. Then there are the effects which link against this library and would need to be build twice as well, because we cannot support all effects in ES yet. Last but not least there is kwin core also linking the effects library and using complete different code pathes for OpenGL or ES. So what is the best way to tackle this issue? If you have further questions or need the current changes to the CMake files, just let me know. Oh and we need to find OpenGL ES. I use a script from Gluon and extended it to also find EGL. It would be nice if someone who is competent in this area could do it properly and maybe add it to kdelibs or better cmake directly. I think OpenGL ES support will become more of a general need for KDE development in future :-) Thanks in advance for your help. Martin P.S. There is no code in SVN yet. I am waiting for git. [1]: I hope Phoronix does not read this mail
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