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Get raylib to work on device #33807
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@deanlee Interested in working on this? |
I'll give it a try. I'll start once the Qt dependency is removed from Replay. |
$300 bounty for getting this PR running on device (performantly) #33738 |
Hey is this still open I am interested in working on this I come from a gamedev background? |
Yes, it's still open. You can lock it by opening a draft PR with some progress towards it. |
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Context
We want to switch from QT to raylib for the UI.
On device, we use Wayland with Weston 1.9 (from 2015) as the compositor.
Wayland defines a bunch of protocols to communicate with the compositor. The protocol we currently use is
wl_shell
. It has been deprecated since at least 2016 and was replaced withxdg_shell
. Our version of weston should supportxdg_shell
as shown when runningweston-info
on device.raylib uses GLFW for creating windows/surfaces and handling user inputs. GLFW deprecated
wl_shell
in version 3.3 in favor ofxdg_shell
.(On a side note, raylib disabled wayland support by default last week : raysan5/raylib#4369 . See this issue for a very good overview of wayland support for raylib: raysan5/raylib#4371)
The problem
GLFW does not work on device. Using pre 3.3 version of GLFW result in segfault when calling
glfwCreateWindow()
with the following backtrace:It is currently possible to create and open a window (and even do openGL rendering) manually using the
wl_shell
protocol with https://gist.github.com/Miouyouyou/ca15af1c7f2696f66b0e013058f110b4 and compiling it withgcc -o test init_window.c -I. -lwayland-client -lwayland-server -lwayland-egl -lEGL -lGLESv2
or even simpler without openGL https://gist.github.com/hoyon/e9f86c481528c2eeca22921bad90b60cTrying to manually create windows using
xdg_shell
also results in segfault:Goal
Make GLFW and raylib work on device
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