Hi Jeremy,
I will try my best to remember what the details are for this, but it has also been a good few years since I made this mess. :)
What we need is to be able to compile mesa with zero `OpenGL.framework` dependencies and have the Gallium drivers (mainly Zink and SWRast) and Kopper kick in.
When `OpenGL.framework` and CGL code is used (the GLX_USE_APPLEGL=1 case) the whole of the Gallium and DRI code paths where by-passed and all GL entried points where faast forwarded to `OpenGL.framework`.
This is not good as we are trying to produce a solution that works without `OpenGL.framework` to avoid "Apple Depricating OpenGL and OpenCL" issue. Also being able to run against an OpenGL higher than 4.1 would be nice.
So falling back to `OpenGL.framework` at runtime was not something we want or seemed easy to do at the time.
The `GLX_USE_APPLE=1` should indicate that we are running on an Apple system (MacOS) and the `GLX_USE_APPLEGL=1` sould indicate that `OpenGL.framework` is good to be used.
In our use case we build with `GLX_USE_APPLE=1` `GLX_USE_APPLEGL=0` , we want to use the Gallium drivers and and avoid any use of the `OpenGL.framework` even if Zink or SWRast fail to start up.
It has been a minute since we last updated our internal software stack with the latest public mesa version, so there is a good chance the present mesa code might be broken.
In the past, mesa has gotten broken because there is no fully testable MacOS build for other developers to check against.
I was trying to push as much code as I could back to mesa, but I got stuck on a Kopper `VkSurface` issue between xQuarts and MoltenVk, one supports only X11 extensions and the other only supports MacOS extensions!
Internally we are using these code paths. We also stripped away the X11 dependencies because we are using this in a native macOS application, not through XQuarts.
Does this help explain the macro mess?
Duncan Hopkins
Software Architect
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