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i30817

Does the dark mod use a Wayland gl context to run on Wayland?

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I've seen major slowdown of the kind i experience on menus on the darkmod also on retroarch and the root cause of that was using XWayland and was solved by compiling Wayland support in.

 

The 'xeyes test' (xeyes move if the xeyes can capture the mouse over the window being focused over is not Wayland) fails, so apparently the context is not x11, but the command line says things like:

 

 

----- Initializing OpenGL -----
Setup X display connection
dlopen(libGL.so.1)
Initializing OpenGL display
Using XFree86-VidModeExtension Version 2.2
Free86-VidModeExtension Activated at 1366x768

... (much later)

 

Fatal X Error:
Major opcode of failed request: 153
Minor opcode of failed request: 18
Serial number of failed request: 74
BadValue (integer parameter out of range for operation)
Couldn't exec autocommands.cfg - file does not exist.
Shutting down sound hardware
idRenderSystem::Shutdown()
I18NLocal: Shutdown.

 

 

So it appears xeyes fails for another reason.

Edited by i30817

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btw, i just found out that retroarch at least won't be able to use wayland (or rather compile on the buildbots) on ubuntu versions equal or less to 18.04 (this includes *all* flatpaks because they build on a much older version of the distro btw). It still works if you install the missing library yourself and compile it yourself, but not on buildbots because the required lib wasn't backported by canonical or debian.

 

So maybe it's not going to be so easy to distribute a binary with wayland compatibility for you, though to be honest, the missing library in retroarch is only a compile time dependency so maybe you could get away with it, being self compiled.

Edited by i30817

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There has been too little linux maintenance effort in the recent years

I for one don't really understand what your problem is exactly

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I'm using wayland (the new display server instead of x11).

 

Wayland has a 'emulation layer' for x11 apps called XWayland... which is noticeably slower.

 

Some apps can be compiled with support for both wayland and x11 (like retroarch).

 

But ubuntu is currently screwing up in versions of ubuntu previous to 18.10 because it doesn't ship updated wayland (this affects retroarch because it requires a larger version to build).

 

This is aggravated because all flatpak installs are built on a (one single one) ancient version of the distro (for supposed binary compatibility) which means that wayland for retroarch is always disabled because one of the buildbot required compile time library is always less than the required version for RA.

 

To be clear, most of this is irrelevant to the dark mod, what i'm looking for is if there are plans to run on Wayland directly without pulling in XWayland (slower) into the picture and propagating some info of the pitfalls especially if you build it for 'binary compatibility'. Newer versions of ubuntu are supposed to switch to wayland by default too, so everything x11 will start to run on XWayland in fedora and ubuntu (probably).

Edited by i30817

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To be clear, most of this is irrelevant to the dark mod, what i'm looking for is if there are plans to run on Wayland directly without pulling in XWayland (slower) into the picture.

 

Unlikely, because there aren't any core developers currently working on Linux, and there is no expertise within the team (AFAIK) for integrating with Wayland.

 

I myself do run on Linux and can at least test the mod, but any coding I do is for DarkRadiant not the mod itself, and I don't have any Wayland experience either.

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Also i forgot to mention, but - at least in XWayland for wine, but probably for Wayland too - you're probably going to get some reduced functionality around fullscreen (it's fake) and changing resolutions (can't currently happen, probably will be 'fake' in the future).

 

 

These are problems wine has too, and they can crash badly coded games that don't fallback cfg resolutions to the desktop one before failing, or ignore the reported possible resolutions.

 

Wayland did this, why else, security. Same reason you can't access the framebuffer of other windows and capture the total screen. Desktop environments have 'blessed' apps that can do it (the resolution at least, haven't seen a fullscreen capture or drop color picker yet).

 

It's not much of a problem if your app fallsback resolution correctly and the user doesn't want to lower resolution for performance. If one of those applies, it's super annoying.

 

Thinking about this, this probably isn't a problem for the darkmod because the game actually starts on XWayland.

Edited by i30817

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