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Allow to choose libraries as alternatives of ANGLE #116

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akihikodaki
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@akihikodaki akihikodaki commented Aug 1, 2017

This change effectively enables to use Mesa instead of ANGLE.
EDIT: This closes #102.

This change effectively enables to use Mesa instead of ANGLE.
@mourner
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mourner commented Aug 1, 2017

This looks great to me. I don't have the expertise to review this properly though — @mikolalysenko would you have a look?

@saschagehlich
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Would this allow me to render without an X server? What's the status on this one?

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Hi, @akihikodaki. Could you rebase on master? I've made some slight changes that cause conflicts in this PR, and may change the calls that you make to check for AngleInstancedArrays Support

@@ -666,14 +666,6 @@ gl.getContextAttributes = function () {
return this._contextattributes
}

gl.getSupportedExtensions = function getSupportedExtensions () {
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Is the removal of getSupportedExtensions correct? Should it be kept in to only return the supported extensions (including a check for AngleInstanceArraysSupport)?

@@ -874,6 +866,9 @@ function createANGLEInstancedArrays (context) {
return result
}

var _checkAngleInstancedArraysSupport = gl.checkAngleInstancedArraysSupport
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Does this need to be implemented in native code? Could the original gl.getSupportedExtensions (see latest code in master) be queried to return support for angleinstancedarrays?

For example, instead of calling _checkAngleInstancedArraysSupport, perhaps _getSupportedExtensions could be called, and the presence of "GL_ANGLE_instanced_arrays" could be checked.

This would simplify the changes in webgl.cc

@marcello3d
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I've updated this PR with latest master: https://github.com/stackgl/headless-gl/compare/master...descriptinc:aki-gl?expand=1&w=1

compiles on m1 mac with node 16.5.0 (that’s just what I had installed), and all tests pass

@dhritzkiv
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@marcello3d Thanks – I'll review this in a few days. It might take a while as I'm not super familiar with mesa and other backends + not sure how to best allow customization when installing (whether it's prebuilt or not) + will need to configure testing for both backends.

@stepancar
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@marcello3d , Thanks for this PR! We you able to run it with EGL provided by https://hub.docker.com/r/nvidia/opengl ?

@stepancar
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@dhritzkiv , can we merge this PR?

@nicolasgere
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@stepancar Did you succeed to use EGL with that branch?

@stepancar
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stepancar commented Apr 21, 2023

@nicolasgere , not with this one, because I didn't figure out how to configure it. But I think this branch should work also. What I did is here (I followed recommendation from this comment #213 (comment))
master...Lumen5:headless-gl:master

I used https://hub.docker.com/r/nvidia/opengl as a base image like suggested here
https://gist.github.com/neuro-sys/271a61eb3ca0436a79c967572696f2c9

EGL works well for us

@nicolasgere
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@stepancar Sorry for the last reponse, why do you need an X server? can we do without it?

@akihikodaki
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I'm closing this. Instead you may have a look at: #116 (comment)

@Rush
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Rush commented Dec 26, 2023

I don't understand why this pull request was closed and not merged?

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Add EGL context for headless offscreen rendering without xvfb
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