Just some background FYI: when I worked for Graphics Working Group, I
initiated the 'glproxy' project [1] for runtime detection of OpenGL/ES
backends, and the development paused in mid 2012 for missing enough
interest from the members.

[1] https://code.launchpad.net/glproxy

On Tue, 27 Nov 2018 at 03:27, Adhemerval Zanella <
adhemerval.zane...@linaro.org> wrote:

>
>
> On 26/11/2018 16:58, Wookey wrote:
> > On 2018-11-26 09:08 -0600, Tom Gall wrote:
> >> On Mon, Nov 26, 2018 at 8:46 AM Steve McIntyre
> >> <steve.mcint...@linaro.org> wrote:
> >>>
> >>> Quite. This is exactly the tension behind the dicussion - while arm64
> >>> machines are mainly mobile so far, we're finally starting to see
> >>> bigger and more capable systems that you'd actually be happy to use as
> >>> a desktop/laptop.
> >>>
> >>> Hence Wookey's question - is it possible to have a single sensible
> >>> answer for both the (large) mobile hardware user base and the
> >>> (smaller, but growing) bigger system users? We've seen conflicting
> >>> information in that thread, hence asking here! :-)
> >>
> >> That is Vulkan. There is no mobile&embedded vs desktop fracture
> >> like there is with GLES vs GL. In the design of the Vulkan standard
> >> that was one mistake they were trying to address.
> >
> > That helps defuse this issue in the future, but it doesn't help for the
> > debian/QT debate SFAICS. There are real applications, using openGL
> > API, building against QT. Those apps are not going to be rewritten for
> > the (completely different?) vulkan API quickly if at all. So QT
> > GL/GLES support will exist and be used for a long time.
> >
> > Perhaps Vulkan can go in as an intermediate layer so that we don't
> > have to care which flavour the graphics driver supports? I admit to
> > negligible understanding of this stuff.
>
> To give more context, it seems that Qt already tries to have some runtime
> support for OpenGL and OpenGL 3.x [1]. The possible option of OpenGL
> support
> on qt seems to be 1. -opengl es2 and 2. -opengl desktop and 3. -opengl
> dynamic,
> where 3. is the new dynamic one added on qt 5.6.
>
> Ubuntu indeed seems to be select the implementation based on the
> architecture:
>
> ---
> debian/rules:
>
> gles2_architectures := armel armhf arm64
> ifeq ($(DEB_HOST_ARCH),$(findstring $(DEB_HOST_ARCH),
> $(gles2_architectures)))
>         extra_configure_opts += -opengl es2
> else
>         extra_configure_opts += -opengl desktop
> endif
> ---
>
> So maybe one option is, if OpenGL 3.x support is mature enough, to check
> if -opengl dynamic might be used.
>
> [1]
> http://blog.qt.io/blog/2015/09/09/cross-platform-opengl-es-3-apps-with-qt-5-6/
>
> >
> >> I personally would aim for Vulkan.
> >
> > Which will happen for (some) new stuff presumably, although the
> > switchover may be just as fast as X11->wayland (i.e. not very fast at
> > all).
> >
> > How much work is conversion from openGL to Vulkan for an application?
> > I don't have a good handle on how large the software base here is, but
> > I think it's quite large - QT is popular and so is openGL.
> >
> > It is more work than adding GL support to the video drivers? (That is
> > of course made much harder/(practically impossible?) by the total
> > disaster that is proprietary video drivers on ARM (which Linaro has
> > utterly failed to address in 8 years, except for Rob Clark)).
> >
> > I don't think 'use Vulkan' is a useful response to the question
> > 'Should we build for GL or GLES on arm64?'. Or 'How can we make it
> > possible to use GL on devices where only GLES is supported'.
> >
> > But perhaps I misunderstand.
>
> The problem with Qt/Vulkan support [1] is the Vulkan API is not abstracted
> or hidden in any way and it does not cover cover modules like Qt Quick,
> Qt 3D, Qt Canvas 3D, the OpenGL backend of QPainter, the GL
> composition-based QOpenGLWidget/QQuickWidget, etc.  It basically a no-go
> as current support for Qt.
>
> [1] http://blog.qt.io/blog/2017/06/06/vulkan-support-qt-5-10-part-1/
>
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