View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
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0005703 | The Dark Mod | Coding | public | 10.08.2021 17:05 | 10.08.2021 18:04 |
Reporter | MirceaKitsune | Assigned To | |||
Priority | normal | Severity | normal | Reproducibility | N/A |
Status | new | Resolution | open | ||
Product Version | SVN | ||||
Summary | 0005703: Wayland compatible engine for Linux users | ||||
Description | This was discussed briefly on Discord some time ago, I wanted to bring it up here as well for consistency. I don't believe it's an emergency but do consider it an important change especially later down the road, as Linux is slowly moving away from x11 with many distros already going full Wayland by default. In my case I'm pretty much waiting for KDE Plasma to fix a few bugs left with the DE before permanently switching from X11 to wayland too, I might be able to make use of it rather soon if they do. With the new input and rendering system introduced after 2.09 and available for testing in the dev builds (GLFW) we're on our way to having a Wayland compatible build of our engine. Meaning the engine is able to render natively to the WL pipeline, without having to go through the fake x11 server simulated by the Wayland session for compatibility with X exclusive apps. This not only offers proper compatibility for Wayland users, but may improve performance on various fronts which was one of the goals of the new rendering framework. From what I remember @cabalistic telling me, we can't have the same engine for both x11 and Wayland: It must be compiled against different system packages to produce one version or the other. For Linux users the installer may need to offer two engine binaries in this case, or an option to pick which version you'd like to install if that's better. Other than that I understand it should be able to produce in theory, as SDL2 and GLFW both offer Wayland compatible libraries to compile the engine against. I'm not familiar with the C++ code in the slightest so I'll let the experienced developers complete this with the proper technical additions. | ||||
Tags | engine, graphics, linux, rendering | ||||
I'm pretty sure I told you that we are not going to spend any time on this, nor are we going to package two separate binaries for the Linux version. Until Wayland actually delivers on its promise to replace X11, the X11 backend is going to remain the one we offer by default. And I don't actually know if TDM would run with Wayland. All I said is that GLFW theoretically supports it, so you could try building against a Wayland GLFW. But you are on your own here. We simply don't have the resources to support this. |
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I legitimately forgot that part then, though I know you said it's not a priority for you which is okay. I remember what you explained on the basics of how the engine would need to be compiled. IIRC I can still compile from SVN locally but never tried the Wayland version, I might be the first to give this a go at some point if no one else beats me to it. Like I said this isn't to suggest it's an emergency... nor that you need to do it, maybe another developer will want to take a look at this one, especially if the only limitation is a build / packaging setup. You have your own priorities for the project and I respect that. There are a lot of ideas and improvements piling up at once and I'm mainly trying to keep track of all so they aren't forgotten. |
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Date Modified | Username | Field | Change |
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10.08.2021 17:05 | MirceaKitsune | New Issue | |
10.08.2021 17:05 | MirceaKitsune | Tag Attached: engine | |
10.08.2021 17:05 | MirceaKitsune | Tag Attached: graphics | |
10.08.2021 17:05 | MirceaKitsune | Tag Attached: rendering | |
10.08.2021 17:05 | MirceaKitsune | Tag Attached: linux | |
10.08.2021 17:09 | cabalistic | Note Added: 0014277 | |
10.08.2021 18:04 | MirceaKitsune | Note Added: 0014278 |