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temp-sculpt-dyntopo-fix
temp-sculpt-dyntopo
refactor-mesh-face-generic
blender-v3.3-release
refactor-mesh-corners-generic
refactor-mesh-sharp-face-generic
gpencil-new-data-proposal
overlay-next
temp-sculpt-roll-mapping
sculpt-dev
tmp-volume-matrix-api-update
tmp-eevee-shadow-commit-mp
universal-scene-description
cycles_path_guiding
temp-vulkan-descriptor-sets
tmp-eevee-shadow-commit
temp-angavrilov
asset-shelf
brush-assets-project
tmp-workbench-rewrite2
temp-T101739-fix-seam-bleeding-non-manifold
tmp-mak-012623
temp-bundled-assets
asset-lite-greasepencil
temp-pbvh-split
temp-pbvh-texpaint-automasking
microfacet_hair
tmp-worbench-rewrite2-optimizations
temp-offset-array-ref
blender-v2.93-release
blender-projects-basics
temp-pbvh-seam-texturing-tweaks
temp-nodes-group-declarations
refactor-mesh-sharp-edge-generic
temp-asset-library-all
refactor-mesh-uv-map-generic
refactor-mesh-position-generic
temp-T102440
temp-rbf-pose-blender
geometry-nodes-tetrahedralization
nodes-matrix-types
temp-xr-painting
blender-v3.4-release
geometry-nodes-simulation
bli-matrix-template
temp-linux-35x-libs
refactor-mesh-corner-normals-lazy
temp-py-gpubatch-draw-advanced
xr-dev
temp-vulkan-shader
bevelv2
soc-2022-soft-bodies
arcpatch-D16436
tmp-dynamic-usd
temp-image-engine
tmp-vfx-platform-2023
soc-2022-many-lights-sampling
tracking_tools
nla-scale-fix
principled-v2
temp-ui-cpp
temp-ghost-vulkan
tmp-libs-2.93-lts
temp-T97352-3d-texturing-seam-bleeding-b2
temp-xr-virtual-camera-experiment
temp-vse-retiming-tool
gpencil-next
temp-sculpt-brush-channel
asset-browser-grid-view
temp-asset-representation
temp-gpencil-automask
tmp_libs_34
temp-T101905-gpu-backend-argument
node-add-asset-menu
temp-collection-objects-link-multiple
temp-texture-painting-gpu
tmp-workbench-perf-experiment
tmp_usd_import_unbound_mtls
tmp-drw-split-matrix
temp-sculpt-normals-masking
temp-sculpt-cavity-mask
temp-pbvh-vbos
tmp-usd-alab-v2-T100452
refactor-mesh-selection-generic
temp-T96708-brush-texture-refactoring
temp-chunk-list
feature-imformat
temp-geometry-nodes-evaluator-refactor
refactor-mesh-bevel-weight-generic
temp-chunked-list
temp-outliner-new-element-storage
refactor-mesh-remove-pointers
soc-2022-text-usability
refactor-mesh-material-index-generic
drw-manager-next
refactor-mesh-hide-generic
blender-v3.2-release
sculpt_curve_collisions
temp-anim-editors-redo-panel-D14960-D14977
retopo_transform
temp-libepoxy
temp-T99046-platform-reference-images
geometry-nodes-rigid-body-integration
file-browser-grid-view
temp-legacy-mesh-format-option
arcpatch-D14645
soc-2022-waveform-drawing
temp-T95933-object-mode-curve-selection
temp-deform-curves-on-surface
cycles_oneapi
temp-viewport-compositor-merge
temp-texpaint-automasking
temp-deform-curves-with-surface
asset-greasepencil
temp-T99046-render-test-increase-fail-threshold
temp-T98708-gpu-conservative-depth
lineart-shadow
temp-lineart-contained
cleanup-id-override-const
temp-T98375-share-gpu-textures
wintab
temp-T97352-3d-texturing-seam-bleeding
temp-T97905-compositor-meta-data
lineart-cas-2
temp-T97272
temp-T97907-compositor-meta-data
temp-T96952
tmp-usd-mak-c87f6242
temp-outliner-library-override-hierarchy
lineart-object-load
tmp-eevee-next-merge
draw-deferred-compilation-experiment
soc-2021-porting-modifiers-to-nodes-remesh-voxel
blender-v2.83-release
tmp_lib_update_32
temp-mesh-cpp
temp-viewport-compositor-compiler
temp-T96710-pbvh-pixels
tmp-new-gpu-codegen
devirtualizer
temp-T96709-painting-target
temp-collection-assets
temp-lineart-embree
temp-multi-function-eval-varray
temp-sculpt-colors
soc-2021-curves
blender-v3.1-release
temp-vertex-paint
temp-vse-channels-edge-panning
eevee-rewrite
temp-library-overrides-outliner
cycles_hydra
temp-3d-texturing-brush-b
temp-abc-features
tmp-transform-navigate
temp-image-buffer-rasterizer
soc-2021-porting-modifiers-to-nodes-remesh-blocks
temp-3d-texture-brush-prototype
temp-fix-normals-custom-data
viewport-compositor
bli-math-basic-types
soc-2021-simulation-display
greasepencil-object
temp-license-header-spdx
KTX_support
gsoc-2021-porting-modifiers-to-nodes-solidify
2d
gltf_vtree
soc-2021-porting-modifiers-to-nodes-decimate
temp-T95279-remap-referenced-data
temp-gpu-image-engine
tmp-eevee-rewrite-compilation-error
draw-viewport-data
temp-T94900-b
temp-T94900-gpu-viewport-default-layers
temp-T94185-id-remapper-ui
tmp-workbench-shader-create-infos
blender-v3.0-release
temp-geometry-nodes-extrude-mesh
tmp-T95052
tmp-gpu-polyline-shaders
tmp-gpu-shader-descriptor-2
temp-usd-prev-export2
tmp-core-id-remap-test-cases
temp-vert-normals-cleanup
temp-move-geometry-to-cpp
tmp-vector-template
drw-gpu-wrapper
temp-geometry-nodes-extrude-and-scale
temp-scale-elements-node-test
temp-usd-udim-import
temp-copy-on-write
temp-T94185-id_remapping-experiment-a
temp-llvm-testing
nurbs-opencascade
temp-usd-preview-surf-export
soc-2021-uv-edge-select-support
T93558
temp-gpu-texture-partial-updates
gpu-shader-descriptor
temp-geometry-nodes-text
tmp-vulkan
temp-T90535-usd-alab-material-import
node-tree-update-refactor
temp-sample-sound-node
temp-interface-region-search-cpp
temp-enum-socket
temp-link-portals
temp-unity-build-test
geometry-nodes-level-set-nodes
temp-virtual-array-value-type
soc-2020-io-performance
studio-sprite-fright
temp-cycles-source-reorganize
asset-browser-snap-dragging
temp-python-zstandard
soc-2021-porting-modifiers-to-nodes-merge-by-distance
temp-compositor-cleanups
temp-eevee-gpencil-rewrite
temp-vse-handles
temp-ui-tweaks
xr-controller-support
temp-node-common-cpp
temp-varray-get-set-multiple
soc-2021-uv-editor-improvements
temp-geometry-nodes-output-attributes
soc-2021-knife-tools
temp_test_sc_keymap
cycles-x
temp-field-visualization
soc-2021-curve-fillet
temp_bmesh_multires
temp-cocoa-scroll-acceleration-fix
temp-socket-decl-refactor
fluid-mantaflow-gpu
soc-2021-vse-strip-thumbnails
temp-noise-nodes-cpp
temp-compositor-canvas
T90952
temp-parallel-multi-function
temp-geometry-nodes-fields
grab_walk_fix
soc-2021-adaptive-cloth
temp-geometry-nodes-fields--fields-jacques
temp-cpp-ghc-filesystem
temp-geometry-nodes-fields--fields
temp-geometry-nodes-fields--anonymous-attributes
refactor-idprop-ui-data
compositor-full-frame
temp-runtime-node-def
temp-geometry-nodes-fields-prototype-visualization
temp-geometry-nodes-fields-prototype
temp-multi-function-procedure
soc-2021-porting-modifiers-to-nodes_all
cycles_texture_cache
experimental-build
cycles_procedural_api
soc-2021-porting-modifiers-to-nodes-extrude-and-move
soc-2021-porting-modifiers-to-nodes-extrude
temp-geometry-nodes-expandable-geometry-socket-prototype
fluid-mantaflow-2d
windows_make_docpy
usd-importer-T81257-merge
nodes-update-readonly-tag
geometry-nodes-closest-points
tmp-buildbot-gcc-10
soc-2021-geometry-nodes-regression-test
node-group-single-socket-nodes
curve-nodes-modifier
temp-geometry-nodes-curve-sample
geometry-nodes-unnamed-attributes
temp-nodes-intersect-alt-key
tmp_arcpath-D11868
refactor-vertex-group-names
temp-gpencil-bezier-stroke-type
temp-gpu-uniform-builtin-structs
wintab_fallback_walknav
temp-socket-inspection
temp-long-link-dimming
fixed_width_integers
lineart-bvh
temp-gpencil-camera-reproject
temp-gpu-push-constants
temp-attribute-processor
temp-cpp-type-cleanup
temp-geometry-nodes-curve-deform-node
wintab-logging
fix-tablet-walk
geometry-nodes-raycast
temp-spreadsheet-row-filter
lineart-fn-cached
temp-compact-node-prototype
asset-browser
geometry-nodes-curve-to-points-node
node-editor-edge-pan
eevee-gpencil
asset-system-filelist
temp-geometry-nodes-viewer-node
lineart-fn-thread-loading
tmp-buildbot-cleanup
temp-gpencil-masking
temp-ffmpeg-4.4
temp-attributes-panel
profiler-editor
FixT87160_DSE_Channel_Selection
temp-interface-cpp
geometry-nodes-curve-support
info-editor-cpp
temp-attribute-transfer-node
virtual-array-attributes
temp-pose-slide-D9054
spreadsheet-active-node
ui-asset-view-template
temp-node-tree-pages-prototype
override-outliner-view
temp-geometry-nodes-processor-prototype
temp-any-instead-of-variant
temp-unreachable-abort
temp-spreadsheet-instances
temp-geometry-nodes-instances-api-v2
temp-geometry-nodes-instances-attributes
geometry-nodes-mesh-primitives
temp-asset-tools-prototype
temp-geometry-nodes-mesh-primitive-line
lanpr-under-gp
temp_D10504-2_nla_keyframe_remap_upper_strips
blender-v2.92-release
usd-importer-T81257
temp-spreadsheet-editor-python-prototyping
temp-spreadsheet-editor
override-refactor-tmp-2
temp-derived-node-tree-refactor
T85799
tracking_scopes
temp-icons-fixes
temp_D10504_nla_keyframe_remap_upper_strips
temp-weight_mirror
temp_T76472_graph_editor_fcurve_extrapolation
eevee-closure-lib-cleanup
eevee-dof-refactor
eevee-probe-roughness-fix
eevee-ggx-lut-fix
df0bce3f7d0
temp-geometry-nodes-instances-api
tmp-ocio-v2
temp-nodes-redesign
tracking_proportional_editing_v2
blender-v2.91-release
temp-uv-face-select-no-thresh-when-inside
temp-D10103-nla_support_strip_overlap_during_transform
fracture_modifier
temp-point-distribution-refactor-experiment
temp-experimental-cpp-math-refactor
vfx-clip-ui-update
tmp-T82230-nla_remove_hold_reset_behavior
temp-D8687-directly_select_fcurves
geometry-nodes
soc-2020-testing-frameworks
geometry-nodes-point-separate-node
temp-nla-strip-alignment
temp-atomics-int16
geometry-nodes-deduplicate-float-math
asset-metadata
geometry-nodes-active-modifier-drawing
attribute-accessor
geometry-nodes-attribute-nodes
temp-T82588-box-select-invisible-keys
greasepencil-edit-curve
codesign_error_tracker
outliner-cpp-refactor
temp-fix-headerless-panels-switch-windows
temp-gpencil-fading-modifier
temp-D8915-copy-rotation-remove-sheer
geometry-nodes-boolean-node
temp-T81874-box-select-active-keyframe
geometry-nodes-transform-node
temp-trimesh-sculpt
geometry-tree-evaluation
fcurve-modifier-panels
temp-fcurve-key-insert-follow-curve
temp-fcurve-active-keyframe-D7737
mesh-to-volume-modifier
blender-v2.90-release
soc-2020-fluid-tools
property-search-ui-v2
tmp-T80603
soc-2020-greasepencil-curve
tmp-gldebuglayer
tmp-gltexture
soc-2020-custom-menus
active-fcurve-keyframe
soc-2020-soft-body
newboolean
fail-on-memleak
soc-2020-outliner
soc-2020-production-ready-light-tree-2
soc-2020-info-editor
property-search-ui
temp-ui-button-type-refactor
soc-2020-production-ready-light-tree
particle-solver-dev
tmp-gpu-context-isolation
soc-2020-xr-input
temp-remesh-octree
mac_arm64
tmp-eevee-glsl-cleanup
tmp-pointcloud-render
buildbot-lts
asset-engine--archived
asset-uuid--archived
eevee-motionblur-object
modifier-panels-ui
temp-cycles-tbb
wm-drag-drop-rewrite
temp-lanpr-review
gsoc-2018-many-light-sampling
tmp-eevee-material-refactor
tmp-widget-opti
tmp-texture-sampler
xr-world-navigation
blender-v2.82-release
node-tree-ref
simulation-access-modifier
blenloader-decentralization
temp-test-point-cloud-simulation-depsgraph-integration
functions
builtin-simulation-nodes
performance-test
obj-import-experiments
soc-2019-openxr
vr_scene_inspection
blenloader-api
tmp-workbench-rewrite
id-ensure-unique-memory-address
simulation-tree
greasepencil-refactor
draw-colormanagement
temp-gizmo-decoupled-redraws
fluid-mantaflow
blender-v2.81-release
tmp-overlay-engine
soc-2019-bevel-profiles
temp-npr-gpencil-modifiers
soc-2019-npr
temp-gpencil-drw-engine
soc-2019-embree-gpu
temp-npr-smooth-contour
temp-lanpr-staging
filebrowser_redesign
tmp-eevee-shadowmap-refactor
vamr-openxr-module
sculpt-mode-features
soc-2019-adaptive-cloth
tmp-drw-callbatching
soc-2019-outliner
soc-2019-cycles-procedural
temp-D5423-update
temp-vr-draw-thread
blender-v2.80-release
tmp-batch-cache-cleanup
soc-2019-fast-io
temp-toolsystem-multiwindow
blender2.7
collada
soc-2018-npr
temp-keymap-industry-compat
temp-fracture-modifier-2.8
temp-dna-rename
userpref_redesign
hair_object
motion_curve_fix
collada2.8
cycles_embree
interactive_physics
temp-ui-layout-2.8
cloth-improvements
soc-2018-cycles-volumes
hair_guides_grooming
hair_guides
benchmark
soc-2018-bevel
soc-2018-hair-shader-fixes
temp-udim-images
soc-2018-hair-shader
temp-volume-object
cycles_cryptomatte
temp-eeveelightcache
temp-tab_drag_drop
temp-keymap-save
temp-dynamic-overrides
fracture_modifier-master
ui_layout_gridflow
temp-keymap-changes
tmp-CollectionsAnim
tmp-b28-motionpath-drawing
uv_unwrapping_slim_algorithm
blender-v2.79b-release
tmp-COW_InsertKeyframe_Fix
temp-unified-collections
temp-modifier-rm-cddm
tmp-TimelineHeaderButtonsStretching
blender2.8-workbench
soc-2017-normal-tools
cycles_bvh8
blender-v2.79a-release
temp-scene-obedit-remove
temp-workspace-object-mode-removal
blender-v2.79-release
soc-2017-sculpting_brush
split-kernel-faster-building
id_override_static
openvdb
custom-manipulators
soc-2016-uv_tools
soc-2016-pbvh-painting
soc-2017-vertex_paint
soc-2017-sculpting_improvements
soc-2017-package_manager
strand_editmode
smooth-fcurves
id_copy_refactor
gsoc2016-improved_extrusion
temp-ssr
temp-cycles-opencl-staging
temp-cycles-denoising
ge_2df_textures
HMD_viewport
soc-2016-multiview
transform-manipulators
datablock_idprops
cycles_disney_brdf
temp_cycles_split_kernel
cycles_split_kernel
unlock_task_scheduler
uv_unwrapping_slim_and_ceres
surface-deform-modifier
cycles-tiles-rework
soc-2016-cycles_denoising
temp-layers-ui-table
uiTable
render-layers
clay-engine
multi_previews_id
cycles_disney_bsdf_transmittance
layers
pbr-viewport
temp_display_optimization
viewport_bvh_select
temp-cycles-microdisplacement
soc-2016-cycles_images
strand_nodes
object_nodes
asset-experiments
soc-2016-sculpt_tools
temp_viewport_fx_merge
custom-normals-bmesh
temp-decklink
compositor-2016
decklink
BendyBones
cycles_panorama_experiments
temp_remove_pointcache
temp_remove_particles
temp_depsgraph_split_ubereval
temp_textedit_comment_toggling
GPencil_Editing_Stage3
temp_bge_moto
UI-experiments
UI-graphical-redesign
missing-libs
free-refcount-ids
cycles_camera_nodes
epic-navigation
temp-ui-widget-refactor
gooseberry_farm
gooseberry
temp-ghash-experiments
temp-ghash-setops
temp_motionpaths
fcurves-simplify
soc-2014-fluid
GPU_data_request
depsgraph_refactor
multiview
vertex_paint_pbvh
alembic_pointcache
cycles-ptex-49
viewport_experiments
soc-2014-bge
texture_nodes_refactor
input_method_editor
GPencil_EditStrokes
soc-2014-shapekey
terrible_consequencer
GPencil_FillStrokes
libmv_prediction
blender2.4
dyntopo_holes
soc-2014-viewport_context
gtest-staging
blender-tiles
soc-2014-viewport_fx
soc-2014-remesh
soc-2014-nurbs
pie-menus
soc-2014-cycles
soc-2013-paint
particles_refactor
soc-2013-viewport_fx
tiles-scheduler
bake-cycles
soc-2013-cycles_volume
overscan
soc-2013-depsgraph_mt
soc-2013-dingto
soc-2013-sketch_mesh
soc-2013-rigid_body_sim
soc-2011-tomato
soc-2013-bge
soc-2013-motion_track
soc-2013-ui_replay
soc-2012-sushi
ge_dev
soc-2013-depsgraph_eval
soc-2008-mxcurioni
soc-2012-bratwurst
soc-2012-swiss_cheese
soc-2012-fried_chicken
meshdata_transfer
smoke2
tile
soc-2011-cucumber
bmesh
soc-2011-carrot
cycles
soc-2011-garlic
soc-2011-radish
soc-2010-nicks
vgroup_modifiers
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bge_components
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render25
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sculpt25
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blender2.5
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1 Introduction
1.1 Motivation
Wayland is a communication protocol between a compositor and GUI clients that present content on a screen. It is adopted by major desktop environments on Linux and enabled by default on the majority of distributions (Fedora/RHEL, Debian, Ubuntu). In the long-term, it is expected that X11 clients will only be supported through XWayland. Blender should support Wayland to gain the benefits such as tear-free and "atomic" window updates, fractional scaling, access to newer input methods and generally to support a more efficient communication with the compositor.
1.2 OpenGL Context
1.2.1 Legacy
Legacy OpenGL on Linux would assume that OpenGL is always used together with X11. The GL library (
libGL) would therefore define GLX and OpenGL symbols:libGLdefines some OpenGL symbols (gl*) and all GLX symbols (glX*), as shown bynm --demangle --dynamic --defined-only --extern-only /usr/lib/x86_64-linux-gnu/libGL.so.libGLXdefines a subset of GLX symbols.1.2.2 Modern
Modern OpenGL separates OpenGL functions and context creation functions via GLVND into
libOpenGLandlibGLXorlibEGL.These libraries are not linked with each other. The EGL library:
only defines EGL symbols (
egl*) and is separated from the OpenGL library:which only defines OpenGL symbols (
gl*).libGLXonly defines the GLX symbols (glX*) as above. You can check this withnm --demangle --dynamic --defined-only --extern-only.There is no library that defines OpenGL and EGL symbols. Hence, to use "modern" OpenGL, an application has to link the OpenGL library and one of the context creation libraries.
Ubuntu and Fedora do not provide
libOpenGLin the default installation. This library is provided via a package and has to be installed manually. OnlylibEGLandlibGLXare provided in the default installation.The only way to create an OpenGL context on Wayland is via EGL. EGL is also supported on X11. Wayland and X11 can therefore be enabled at the same time and use the same context creation procedures, removing the need to maintain GLX.
2 Current State
X11 (
WITH_GHOST_X11) is enabled by default, while Wayland (WITH_GHOST_WAYLAND) is disabled by default at compile time.X11 uses GLX to create the OpenGL context and uses either the system or external GLEW to query OpenGL function pointers. By default,
WITH_SYSTEM_GLEWis OFF and hence the external GLEW is used. GLEW has to be compiled with either GLX or EGL support. It is not possible to use GLEW with a runtime selection of the context creation routines. Most distributions ship GLEW with GLX support enabled. Blender uses "legacy" OpenGL and linkslibGLto resolve GLX and OpenGL symbols.If
WITH_GHOST_WAYLANDis set ON, Blender has to use the external GLEW and compile this with EGL support. IfWITH_GHOST_X11is ON in parallel, this means that also the X11 backend switches to EGL. It will additionally linklibEGL(but keep the "LEGACY" OpenGL preference).The current behaviour can be summarised as:
WITH_GHOST_X11WITH_GHOST_WAYLANDlibGL,libX11libEGL,libGL,libX11libEGL,libGL,libX113 Proposed Solution
3.1 GHOST
Since the Wayland option has to be set at compile-time, the Wayland backend has not received wide testing yet. Enabling Wayland at compile-time (
WITH_GHOST_WAYLAND) and making it opt-in at runtime has been proposed in https:developer.blender.org/D11489. This would setWITH_GHOST_WAYLANDto on, but would still require to set the environment variableBLENDER_WAYLANDto probe the Wayland connection firstif X11 is enabled in parallel//. If Wayland is the only backend enabled at compile-time, it will be used regardless of the runtimeBLENDER_WAYLAND.WITH_GHOST_X11WITH_GHOST_WAYLANDBLENDER_WAYLANDNote:
WITH_GHOST_WAYLANDwill always be set toOFFif one of its required build dependencies is not available.3.2 OpenGL Context
To satisfy the following constraints:
libOpenGLby defaultTo resolve the OpenGL symbols when EGL is used, I propose in https://developer.blender.org/D12034 to:
libGLin the new default configuration (X11 and Wayland built in parallel)libOpenGLin a pure Wayland configuration (without X11)Effectively, this means that Blender will by default continue to link
libGLand additionally linklibEGLfor the EGL context creation. A pure Wayland built will use "modern" OpenGL and will not link any X11 symbol directly or indirectly. A distributed X11+Wayland binary will continue to work on default installations. A distributed Wayland-only binary will require to manually install the distribution packages that providelibOpenGL. The latter does not apply to "packaged" distributed binaries, such as deb, flatpak and snap packages, as those can define or provide their own dependencies.4 Experimental Builds
BLENDER_WAYLAND= ./blender) and fallback to X11, linkslibGLAdded subscribers: @christian.rauch, @ideasman42, @brecht, @JulianEisel, @dr.sybren, @ZedDB
Added subscriber: @GeorgiaPacific
A few thoughts:
As stated before I think that we should start the wayland backend without any special flags that needs to be set.
We could of course provide a flag to to force the use of the x11 backend even when wayland is detected.
This is because I think and I am certain that you will not get enough test as you are already targeting the currently very small wayland user base on linux.
Of those using the wayland backend, I don't think they would think of using the wayland back end unless they are hardcore wayland users.
So of that very small subset of blender wayland users, you are targeting an even smaller subset of that user base.
In addition to this they also have to use the experimental builds which narrows this down even further.
If it is ready for testing then at least to me, it should be on by default.
Then you will know for sure if it is ready for prime time when the release window closes.
According to the nvidia driver documentation: https://download.nvidia.com/XFree86/Linux-x86_64/390.42/README/installedcomponents.html
This implies that EGL might not work on nvidia cards without
libOpenGL(GLVND).Has this been tested?
I have a sneaking suspicion that this is why quite a few projects have switched from GLEW to libepoxy or other alternatives so they can switch between EGL and GLX at runtime.
(So they can fallback to GLX nvidia systems that doesn't have the GLVND library installed)
What is the plan for loading wayland libraries?
As far as I know we can't (or at least shouldn't) statically link the wayland libraries.
So this means that unless you
dlopenthese, our binaries will not run on systems that lack them.The same is true for pure wayland systems of course as well. If there is not x11 libraries installed, our binary will fail to load.
How do you plan to tackle this issue?
I think ideally we would do two major changes:
That's asking a lot from @christian.rauch of course, but maybe we really should solve all these issues for a release build.
Right, I also think that those two points will require a lot of work.
This is why I initially proposed and/or asked why SDL2 had not been considered and if it had, what was the show stopper that prevented it from being a good candidate.
At least to me, SDL2 seems to have solved the issue with multiple back ends (but I could be wrong of course...).
So If we will have to do a lot of work regardless, why not switch to SDL2 and let that library do most of the platform specific heavy lifting for us?
I don't see how SDL solves any of the specific issues we are having now? Did you see any mechanism where it helps us avoid linking the Blender executable to X11 or Wayland libraries and decide to load them at runtime only?
And as mentioned in the code review, SDL does not support all the features we need.
According to this: https://wiki.libsdl.org/Installation
So to me this would solve us having to build a dymanic loading system into GHOST as SDL already have this for us.
Both X11/Wayland and GLX/EGL wise. So if we use SDL2, we don't need to implement this ourselves at all.
It also means that we don't have to implement wayland specific protocols ourselves, we can piggy back on SDL2 for that too.
I know you have pointed out that it doesn't support everything we need, but I don't think you gave any specific examples or gave a list of features that were missing or lacking.
From what I gather it seems like it was quite some time ago we looked at it and perhaps those issues have been fixed?
I'm not arguing that there are no issues, I just want to get a list so we can properly evaluate the pros and cons.
What I'm thinking is that if SDL2 solves this platform issue for us, then perhaps if we have any issues with it, we could fix it upstream and that would at least in the long run be a better solution.
There are a couple of topics touched here.
Runtime flags:
I agree that having this opt-in reduces the testing compared to activating this for all Wayland users at once. However, activating this at once also means that all undiscovered issues will show up for Wayland users without an easy way to start Blender with the X11 backend. This is the reason why other programs like Firefox, Chromium or SDL, activate Wayland by a runtime opt-in, and do not test this straight on their users. I strongly suggest following the same path before activating this permanently. I don't see the point of turning Wayland users into beta testers for Blender without their explicit intention.
SDL:
This came up a couple of times now. If SDL is to be used in Blender, then all of GHOST has to be replaced by SDL. It is up to Blender devs to make this call and implement it. However, SDL is a platform abstraction that will not be able to support platform-specific features. By using SDL you reduce the maintenance costs but also lose the ability to support platforms in all their detail.
EGL:
I have tested Blender X11-EGL on Intel and Nvidia systems without issues.
Wayland:
I don't have a plan for dynamically loading wayland libraries. The Wayland implementation is supposed to work in the same way as the current X11 implementation, which also does not use dynamic loading via dlopen either.
I don't see any infrastructure in Blender for dynamic loading of GHOST implementations, so I don't intend to do something like this for Wayland. I honestly also don't see the point of doing this only for a single GHOST implementation.
I started the design document in the hope that decisions on how to go onwards would be made. What I can offer the Blender project is a Wayland implementation that works in the same way as the X11 implementation and EGL support that works in the same way as the GLX support. I am happy to continue working on the Wayland support to solve any remaining issues once this can be enabled (opt-in or opt-out) at runtime.
Regarding dynamic linking (dlopen) of windowing and OpenGL libraries or replacing GHOST with SDL, I don't see any progress in Blender towards this. As a voluntary contributor to Blender with the aim of providing Wayland support, I don't have the time or intention to contribute additional features that touch the foundation of the windowing system. I believe that these fundamental changes are tasks for core Blender developers.
Added subscriber: @jtheoof
Added subscriber: @Mhaus
Added subscriber: @eszlari
SDL already has some platform-specific features, in v2.0.22 for Wayland too:
9c2f46b0d5I'm sure, if a popular project like Blender needs more, they would be open to add them.
The Unreal Engine 5 editor seems to be running natively on Wayland with the help of SDL:
https://twitter.com/flibitijibibo/status/1511530172553605124
Added subscriber: @smeikx
You cannot expect SDL to adopt every platform-specific feature for all available platforms. If you want to support a new Wayland protocol, or features like a Touch Bar or the Surface Dial, you have to implement them in SDL first. There is no guarantee that these features will be accepted upstream and if you are on a long-term platform like Ubuntu LTS or Red Hat, you have to wait years until they become available in your distribution.
Games do not really need a lot of platform-specific features. Most games just open a fullscreen window and read from mouse, keyboard or gamepad.
Anyway, I am getting a bit tired of repeating these arguments. SDL, like GHOST, is a platform abstraction. While GHOST can support arbitrary features since it is tightly coupled with Blender, SDL cannot. If you still want to replace all of GHOST with SDL, then please go ahead.
Added subscriber: @Pipeliner
Added subscriber: @1ace
Added subscriber: @archerallstars
Added subscriber: @VitalyR
Could this task be closed now? It looks like issues raised in this task have been resolved.
Changed status from 'Needs Triage' to: 'Resolved'
Yes. The main questions regarding the OpenGL linking and Wayland support have been resolved. I think there are some open issues with the OpenGL context creation in OpenSubdiv, but this is not so much related to the issues discussed here.