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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