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egl: Support ANGLE EGL platform on winit Wayland #1082

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merged 2 commits into from
Jul 19, 2023

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@ids1024 ids1024 commented Jul 19, 2023

For this to work I also had to modify LIB to point to the libEGL.so from ANGLE. And set VK_ICD_FILENAMES, because naturally it wasn't working with Nvidia drivers, but was with Intel.

This uses Vulkan. It seems ANGLE only provides the Wayland platform with Vulkan.

This then runs, but errors with "Depth/stencil buffer format combination not allowed for blit." It seems it needs to use DEPTH24_STENCIL8. Presumably that's what the default framebuffer is using?

For this to work I also had to modify `LIB` to point to the `libEGL.so`
from ANGLE. And set `VK_ICD_FILENAMES`, because naturally it wasn't
working with Nvidia drivers, but was with Intel.

This uses Vulkan. It seems ANGLE only provides the Wayland platform with
Vulkan.

This then runs, but errors with "Depth/stencil buffer format combination
not allowed for blit." It seems it needs to use `DEPTH24_STENCIL8`.
Presumably that's what the default framebuffer is using?
Unlike Wayland, X11 works on the OpenGL backend of ANGLE. But then
`GL_OES_EGL_image_external` isn't available. So we need to use Vulkan
here too.
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LGTM

@Drakulix Drakulix merged commit ae7fb22 into Smithay:master Jul 19, 2023
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@ids1024 ids1024 deleted the angle branch July 19, 2023 20:33
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4 participants