Konstantin Käfer
2eec5a1980
[core] move HeadlessBackend extension initialization code into Impl
2017-11-29 15:48:51 +01:00
Konstantin Käfer
335f04f7e1
[core] fold HeadlessDisplay into the headless RenderBackend implementation
2017-11-29 15:48:51 +01:00
Ivo van Dongen
abecfe2333
[linux] headless display - support opengl es 2
2017-08-30 17:18:37 +03:00
Ivo van Dongen
a5a0558bde
[test] allow only a single shared display to avoid egl errors
2017-07-18 10:45:12 +02:00
Bruno de Oliveira Abinader
17af488048
[tidy] modernize-make-unique
2017-05-12 18:07:36 +03:00
Bruno de Oliveira Abinader
1e1da36123
[tidy] modernize-use-equals-default
2017-05-12 18:07:36 +03:00
Bruno de Oliveira Abinader
9894e58047
[tidy] modernize-use-override
2017-05-12 18:07:36 +03:00
Bruno de Oliveira Abinader
fa36110dfb
[tidy] modernize-use-auto
2017-05-12 18:07:36 +03:00
Konstantin Käfer
6fcac0f580
[core] always create a pixelbuffer surface in the EGL backend
...
We need a surface to activate a context. Some implementation don't seem to error when passing EGL_NO_SURFACE, but it doesn't seem standards compliant.
2017-04-05 23:05:46 +02:00
Konstantin Käfer
7c69cfa6de
[core] destroy surface before context in EGL backend
2017-04-05 23:05:46 +02:00
Konstantin Käfer
234384ece9
[core] Move OpenGL extension initialization to Backend
2017-03-23 14:50:11 -07:00
John Firebaugh
092213091b
[linux] Don't manually activate context before destroying it
2017-02-22 09:27:32 -08:00
Bruno de Oliveira Abinader
e987e406c7
[android] Use pBuffer for headless EGL backend
2016-11-27 18:50:24 +02:00
Konstantin Käfer
e76de05402
[build] move logging to util
2016-11-22 20:58:51 +01:00
Konstantin Käfer
117863f111
[build] move headless rendering files to platform/default
2016-11-22 20:58:51 +01:00
Bruno de Oliveira Abinader
ad38ff230b
[linux] Ensure EGL uses OpenGL ES 2.0 client API
2016-11-17 01:01:15 +01:00
Tiago Vignatti
32b6f2fa03
[linux] Implement EGL headless backend
...
Original author: Tiago Vignatti <tvignatti@gmail.com >
Calling X11 window system is superfluous for headless rendering. This patch
implements EGL platform using GBM, which is slightly more simple than the GLX
path when using X11.
In principle there are no big advantages in terms of performance etc. My
motivation behind this was to get in touch with the code and the project. For
testing I'm using:
$ unset DISPLAY && ./build/linux-x86_64/Debug/mbgl-test
v2: rebased patch against the new cmake changes; walk through render node to
find a valid one; remove EGLSurface completely cause windows are not needed
here.
2016-11-17 01:01:15 +01:00
Bruno de Oliveira Abinader
d0ac12309b
[core] Refactor HeadlessBackend
2016-11-08 18:02:38 +02:00
Bruno de Oliveira Abinader
297c303e88
[core] Refactor HeadlessDisplay
2016-11-08 18:02:38 +02:00