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Desktop OpenGL

asked 2014-12-11 16:05:27 +0200

simskog95 gravatar image

According to Intel's Datasheet the GPU is capable of desktop opengl, version 3.2 to be precise. It would also be nice to have this support in the Jolla Tablet. Together with SDL2, a lot of games could probably be ported to sailfish x86-64.

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As far as I know Desktop OpenGL in Linux is bound to X11 which is not used in Sailfish. It could work on XWayland, but...

mikelima ( 2014-12-11 19:18:52 +0200 )edit
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I think that the biggest hurdle at the moment is the lack of server-side orientation. This means that your SDL or Qt game will appear in portrait orientation and you have to handle that (including transformation of touch events) by yourself. It's sad, that it's easier to develop a Qt-based (OpenGL) game for Android than for Jolla.

Harakiri ( 2014-12-11 22:23:00 +0200 )edit

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answered 2015-01-15 17:20:41 +0200

thp gravatar image

Probably not in the short term, due to use of Wayland as mikelima already pointed out, from the Wayland FAQ:


Why does Wayland use EGL and GLES2?

EGL is the only GL binding API that lets us avoid dependencies on existing window systems, in particular X. GLX obviously pulls in X dependencies and only lets us set up GL on X drawables. The alternative is to write a Wayland specific GL binding API, say, WaylandGL.

A more subtle point is that libGL.so includes the GLX symbols, so linking to that library will pull in all the X dependencies. This means that we can't link to full GL without pulling in the client side of X, so we're using GLES2 for now. Longer term, we'll need a way to use full GL under Wayland.


From a practical point of view, if you are going to use an existing engine, it probably already has GLES2 support, if not, either port it or use something like Regal GL. Porting is probably preferred, as some Desktop GL idioms (non-modern ones) don't translate to efficient runtime performance on mobile devices. The best bet is probably the WebGL-friendly subset of OpenGL ES ("That subset is basically OpenGL ES 2.0 minus clientside arrays." -- azakai).

And of course if you want to target both the tablet and the phone, you need to target GLES2 and not Desktop GL.

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That said, OpenGL ES 3.0 pweeze. ;)

Smar ( 2015-03-14 12:02:25 +0200 )edit
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answered 2014-12-11 16:16:51 +0200

ApB gravatar image

I don't think we know what drivers are going to be used and what they support. Mesa for expample is 3.3 (???) so it will be ok but there are other factors to consider (performance etc).

We'll have to wait probably.

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answered 2014-12-11 17:17:51 +0200

smoku gravatar image

I'm not sure whether this is a good idea.

This would lead to partitioning the applications ecosystem to Tablet-Only applications and the rest of the world. I guess the idea is to have SailfishOS applications that dynamically adapt to the device they run on. (Having just to recompile for ARM and x86.)

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Well, it could be nice for porting existing OpenGL only applications.

MartinK ( 2014-12-12 01:59:03 +0200 )edit
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answered 2015-01-15 21:08:08 +0200

tortoisedoc gravatar image

updated 2015-01-15 21:09:58 +0200

You can (probably) find an OpenGL -> OpenGLES stub library somewhere?

For example: https://code.google.com/p/gl-wes-v2/

Also, mobile CPU's do not usually support full OpenGL Specification; and even having a Intel CPU does not mean it's a full-blown desktop capable device.

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Asked: 2014-12-11 16:05:27 +0200

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Last updated: Jan 15 '15