I did, and it works, but I want to use OpenGL, not OpenGLES.
I used libepoxy only because I could not figure out how to make it works with
egl and glvnd only.
I'll send another mail if I do figure it out.
Thanks a lot for your help !On Mar 17, 2021 4:22 AM, Carlos Alberto Lopez Perez
<clo...@igalia.com> wrote:
>
> On 16/03/2021 08:08, Quentin SCHIBLER wrote:
> > Alright, I spend a few days trying to build it without glx and x11, which I
> > achieved in the end. But it is mess. EGL is not supported out of the box
> > because of OpenGLShims.h which doesn't get included. But including it
> > causes issues because glx is not present. Looking at the source code it
> > seems the workaround is to use libepoxy which is supported in WebCore
> > thanks to webkit-wpe but not in webkit-gtk (there is already a bug report
> > regarding this issue, but the proposed patch does not work anymore, and
> > nothing has been done since 2020). So I had to hack in the support. Even
> > with that, some auto-generated files still included EGL/egl.h instead of
> > epoxy/egl.h, and I could not figure out how to prevent it, so I had to link
> > egl+libepoxy, which is pretty ugly.
> > Maybe I'll post a patch if I can solve the autogenerated files includes
> > correctly
>
> libepoxy is a library that allows to choose at run-time (instead of at
> build-time) to use either libGL.so or libGLESv2.so
>
> As you say, it is supported on WPEWebKit but not on WebKitGTK+.
>
> Currently, on WebKitGTK+ you have to specify at build-time which type of
> GL library you will have.
>
> I wonder if you have tried to build WebKitGTK with "-DENABLE_GLES2=ON"
> as I suggested a while ago?
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