Re: [webkit-dev] WebKit opengl

2017-08-02 Thread Adrien Destugues
2017-08-02 14:43 GMT+02:00 Gustavo Sverzut Barbieri :

>> You are not going to get WebKit working with OpenGLES 1.1 unless you have an 
>> experienced engineer making large modifications to the source code. Instead, 
>> you should just turn off OpenGL/OpenGLES support. Just build with 
>> -DENABLE_OPENGL=OFF. It is optional, you just lose hardware acceleration. 
>> You should hopefully have no trouble with this.
>>
>> If you have a requirement to use OpenGLES regardless, then you may need to 
>> reevaluate the feasibility of your project.
>
> Indeed... we did such port for a customer based on WebKit-EFL (now
> out-of-tree) and it worked, but was a major pain to get there due
> CoordinatedGraphics and TextureMapper being heavy on GL calls...
> however in our case it was software rendering only, no GL at all.

The Haiku port also uses no OpenGL. I have versions of
CoordinatedGraphics and TextureMapper extracted from old verisons of
WebKit which I maintain with the port (TextureMapperImageBuffer is the
entry point for that):
https://github.com/haiku/webkit/blob/rebased/Source/WebCore/platform/graphics/texmap/TextureMapperImageBuffer.cpp

The commit which restores this may serve as a reference (but may not
apply directly to current sources):
https://github.com/haiku/webkit/commit/966df671f60cc716233952c5e80c5fd52d6ce785

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Re: [webkit-dev] WebKit opengl

2017-08-02 Thread Gustavo Sverzut Barbieri
On Tue, Aug 1, 2017 at 6:44 PM, Michael Catanzaro  wrote:
>
> On Tue, Aug 1, 2017 at 9:13 PM, Nagendra K  wrote:
>
> Hi Dean,
>
> Thanks for the reply.
> I actually have a embedded device with opengl es 1.1 and WebKit which is 7 
> years old, now requirement is to update the WebKit using the same opengles1.1 
> i.e. no option to update opengles1.1.
> So as you said we need opengles2 or opengl4 to upgrade WebKit as WebKit has 
> dependencies with opengl for some features. Is this correct?
> Do I any other option to do this.
>
> Thanks and Regards,
> Nagendra
>
>
> Hi Nagendra,
>
> You are not going to get WebKit working with OpenGLES 1.1 unless you have an 
> experienced engineer making large modifications to the source code. Instead, 
> you should just turn off OpenGL/OpenGLES support. Just build with 
> -DENABLE_OPENGL=OFF. It is optional, you just lose hardware acceleration. You 
> should hopefully have no trouble with this.
>
> If you have a requirement to use OpenGLES regardless, then you may need to 
> reevaluate the feasibility of your project.

Indeed... we did such port for a customer based on WebKit-EFL (now
out-of-tree) and it worked, but was a major pain to get there due
CoordinatedGraphics and TextureMapper being heavy on GL calls...
however in our case it was software rendering only, no GL at all.



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Re: [webkit-dev] WebKit opengl

2017-08-01 Thread Michael Catanzaro
On Tue, Aug 1, 2017 at 9:13 PM, Nagendra K  
wrote:

Hi Dean,

Thanks for the reply.
I actually have a embedded device with opengl es 1.1 and WebKit which 
is 7 years old, now requirement is to update the WebKit using the 
same opengles1.1 i.e. no option to update opengles1.1.
So as you said we need opengles2 or opengl4 to upgrade WebKit as 
WebKit has dependencies with opengl for some features. Is this 
correct?

Do I any other option to do this.

Thanks and Regards,
Nagendra


Hi Nagendra,

You are not going to get WebKit working with OpenGLES 1.1 unless you 
have an experienced engineer making large modifications to the source 
code. Instead, you should just turn off OpenGL/OpenGLES support. Just 
build with -DENABLE_OPENGL=OFF. It is optional, you just lose hardware 
acceleration. You should hopefully have no trouble with this.


If you have a requirement to use OpenGLES regardless, then you may need 
to reevaluate the feasibility of your project.


Good luck,

Michael
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Re: [webkit-dev] WebKit opengl

2017-08-01 Thread Konstantin Tokarev


01.08.2017, 23:14, "Nagendra K" :
> Hi Dean,
>
> Thanks for the reply.
> I actually have a embedded device with opengl es 1.1 and WebKit which is 7 
> years old, now requirement is to update the WebKit using the same opengles1.1 
> i.e. no option to update opengles1.1.

I bet your old WebKit was built without use of any OpenGL-dependent code

> So as you said we need opengles2 or opengl4 to upgrade WebKit as WebKit has 
> dependencies with opengl for some features. Is this correct?
> Do I any other option to do this.
>
> Thanks and Regards,
> Nagendra
>
> On 1 Aug 2017 19:12, "Dean Jackson"  wrote:
>>> On 19 Jul 2017, at 12:21, Nagendra K  wrote:
>>>
>>> Current build of WebKit using opengl and with custom port, all apps will 
>>> directly use the opengl calls to draw, making the opengl independent of 
>>> WebKit.
>>> So if I upgrade the WebKit, will the latest WebKit require opengl for any 
>>> of the new features or can we use opengl delinking WebKit.
>>
>> I don't understand what you are asking, sorry.
>>
>> It's possible to make a port of WebKit that doesn't rely on OpenGL. I think 
>> the Windows port is one example. Technically Apple's iOS/macOS ports only 
>> directly require OpenGL for WebGL support.
>>
>> Dean
> ,
>
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Re: [webkit-dev] WebKit opengl

2017-08-01 Thread Nagendra K
Hi Dean,

Thanks for the reply.
I actually have a embedded device with opengl es 1.1 and WebKit which is 7
years old, now requirement is to update the WebKit using the same
opengles1.1 i.e. no option to update opengles1.1.
So as you said we need opengles2 or opengl4 to upgrade WebKit as WebKit has
dependencies with opengl for some features. Is this correct?
Do I any other option to do this.

Thanks and Regards,
Nagendra


On 1 Aug 2017 19:12, "Dean Jackson"  wrote:



> On 19 Jul 2017, at 12:21, Nagendra K  wrote:
>
> Current build of WebKit using opengl and with custom port, all apps will
directly use the opengl calls to draw, making the opengl independent of
WebKit.
> So if I upgrade the WebKit, will the latest WebKit require opengl for any
of the new features or can we use opengl delinking WebKit.

I don't understand what you are asking, sorry.

It's possible to make a port of WebKit that doesn't rely on OpenGL. I think
the Windows port is one example. Technically Apple's iOS/macOS ports only
directly require OpenGL for WebGL support.

Dean
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Re: [webkit-dev] WebKit opengl

2017-08-01 Thread Dean Jackson


> On 19 Jul 2017, at 12:21, Nagendra K  wrote:
> 
> Current build of WebKit using opengl and with custom port, all apps will 
> directly use the opengl calls to draw, making the opengl independent of 
> WebKit.
> So if I upgrade the WebKit, will the latest WebKit require opengl for any of 
> the new features or can we use opengl delinking WebKit.

I don't understand what you are asking, sorry.

It's possible to make a port of WebKit that doesn't rely on OpenGL. I think the 
Windows port is one example. Technically Apple's iOS/macOS ports only directly 
require OpenGL for WebGL support.

Dean


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[webkit-dev] WebKit opengl

2017-07-19 Thread Nagendra K
Hi All,

Current build of WebKit using opengl and with custom port, all apps will
directly use the opengl calls to draw, making the opengl independent of
WebKit.
So if I upgrade the WebKit, will the latest WebKit require opengl for any
of the new features or can we use opengl delinking WebKit.


Thanks and Regards,
Nagendra
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[webkit-dev] WebKit opengl

2017-07-11 Thread Nagendra K
Hi All,

I am upgrading WebKit for an embedded platform. On the current platform
opengl1.1 is being used for rendering, so when I upgrade the WebKit can I
choose the option of using opengl 1.1 or 2.0. Or WebKit code mandates to
use any particular version of opengl.

I checked in WebKit code and observed all opengl 2.0 calls are under a
macro. So if this macro is not used, WebKit still permits opengl 1?
 I am not using any of the WebKit ports, have a custom port. So request for
answers irrespective of the port.

Thanks and Regards,
Nagendra
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