EGL Backend

Hiya,

I was wondering if SDL supports EGL backend on X11?

Cheers,

Tom

If by EGL, you mean OpenGL<->OS binding, then no; on X11, OpenGL support
is provided via GLX.

In this context, EGL would only be used where no windowing system is
present, e.g. on an embedded platform (hence the E in EGL).

If you mean something else please elaborate.

Eddy

Tom Cooksey wrote:> Hiya,

I was wondering if SDL supports EGL backend on X11?

Cheers,

Tom


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SDL at lists.libsdl.org
http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org

Okay, so EGL is designed to replace GLX et. al.

Eddy Cullen wrote:> If by EGL, you mean OpenGL<->OS binding, then no; on X11, OpenGL support

is provided via GLX.

In this context, EGL would only be used where no windowing system is
present, e.g. on an embedded platform (hence the E in EGL).

If you mean something else please elaborate.

Eddy

Tom Cooksey wrote:

Hiya,

I was wondering if SDL supports EGL backend on X11?

Cheers,

Tom


SDL mailing list
SDL at lists.libsdl.org
http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org


SDL mailing list
SDL at lists.libsdl.org
http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org

If by EGL, you mean OpenGL<->OS binding, then no; on X11, OpenGL support
is provided via GLX.

In this context, EGL would only be used where no windowing system is
present, e.g. on an embedded platform (hence the E in EGL).

If you mean something else please elaborate.

EGL is supposed to replace GLX, WGL & CGL with a cross-platform API
for OpenGL ES & OpenVG. It is only used on windowless systems as a
hack - passing null as the window ID to eglCreateWindowSurface().

What I’m looking for is a backend for SDL to make calls to
eglCreateWindowSurface, eglChooseConfig, etc. based on X window IDs
and X visual infos. This is neccisary for SDL to support OpenGL ES &
OpenVG. I’m guessing such a backend doesn’t exist?

Cheers,

Tom

Short answer is that SDL only support ‘ordinary’ OpenGL.

I’m somewhat at a loss - why is GL ES so important to you if you’re
using X11? What platform are you developing on and/or for? What hardware
& SDK(s) are you using?

Eddy

Tom Cooksey wrote:>> If by EGL, you mean OpenGL<->OS binding, then no; on X11, OpenGL support

is provided via GLX.

In this context, EGL would only be used where no windowing system is
present, e.g. on an embedded platform (hence the E in EGL).

If you mean something else please elaborate.

EGL is supposed to replace GLX, WGL & CGL with a cross-platform API
for OpenGL ES & OpenVG. It is only used on windowless systems as a
hack - passing null as the window ID to eglCreateWindowSurface().

What I’m looking for is a backend for SDL to make calls to
eglCreateWindowSurface, eglChooseConfig, etc. based on X window IDs
and X visual infos. This is neccisary for SDL to support OpenGL ES &
OpenVG. I’m guessing such a backend doesn’t exist?

Cheers,

Tom


SDL mailing list
SDL at lists.libsdl.org
http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org

Short answer is that SDL only support ‘ordinary’ OpenGL.
But surely the primary job of SDL is to provide a window with a GL
context? I wasn’t aware it actually did that much in the way of GL
calls?

I’m somewhat at a loss - why is GL ES so important to you if you’re
using X11? What platform are you developing on and/or for? What hardware
& SDK(s) are you using?

I’m using X11 on an OMAP3 device with OpenGL ES hardware, (OMAP3 has a
PowerVR SGX built in). The platform is the Pandora console:
http://openpandora.org.

I’m working with Imagination Technologies PowerVR emulation libraries
until the Pandora is released.On 7/20/08, Eddy Cullen wrote:

SDL will give you a standard OpenGL context.

I’m guessing that the SDK you’re talking about takes advantage of the
fact the GL ES was designed as a subset of OpenGL 2.0 and that the SDK
wraps the GLX/wGL/AGL calls so they look like EGL calls.

I’m not aware of status of a Pandora port of SDL (which would obviously
need EGL support adding).

Eddy

Tom Cooksey wrote:> On 7/20/08, Eddy Cullen wrote:

Short answer is that SDL only support ‘ordinary’ OpenGL.
But surely the primary job of SDL is to provide a window with a GL
context? I wasn’t aware it actually did that much in the way of GL
calls?

I’m somewhat at a loss - why is GL ES so important to you if you’re
using X11? What platform are you developing on and/or for? What hardware
& SDK(s) are you using?

I’m using X11 on an OMAP3 device with OpenGL ES hardware, (OMAP3 has a
PowerVR SGX built in). The platform is the Pandora console:
http://openpandora.org.

I’m working with Imagination Technologies PowerVR emulation libraries
until the Pandora is released.


SDL mailing list
SDL at lists.libsdl.org
http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org

SDL will give you a standard OpenGL context.

I’m guessing that the SDK you’re talking about takes advantage of the
fact the GL ES was designed as a subset of OpenGL 2.0 and that the SDK
wraps the GLX/wGL/AGL calls so they look like EGL calls.

Yup, that’s exactly what it does (GLX) - and it causes a few quirks.
:slight_smile: Also there’s 2 versions of OpenGL ES - 1.1 (based off OpenGL 1.4)
and 2.0 (based off OpenGL 2.0). OpenGL ES 2.0 is not backwards
compatible with 1.1 and is stripped of everything which can be
implemented with shaders (E.g. There’s no default matracies).

I’m not aware of status of a Pandora port of SDL (which would obviously
need EGL support adding).

I’m not sure either - I think it will be top of the list tho. I guess
there’s a lot of mileage in SDL before you need to get into GL.On 7/20/08, Eddy Cullen wrote: