Platform/GFX/WebGL/Backends: Difference between revisions

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m (Created page with "===WebGL Backends=== {| border="1" ! WebGL Backend ! Platforms ! Compositing Accelerators ! Notes |- | Native GL3+ | [1] WGL (windows), CGL (mac), GLX (linux) | GLTexture sharing...")
 
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[2] OGL Layers is blocked on (almost?) all linux platforms.
[2] OGL Layers is blocked on (almost?) all linux platforms.
==Platform Layers Backends==
If you're finding yourself unaccelerated, you can use <code>layers.acceleration.force-enabled</code> to force layers acceleration.
===Windows===
Available Layers backends: D3D10*, D3D9, OGL*, Basic
Our default here is D3D10, but as D3D10 is not available on Windows XP, XP defaults to D3D9.
While there's no technical reason OGL Layers cannot work on Windows, it is not a supported configuration, and (at present) does not seem to render properly.
*Enabled D3D9 Layers with <code>layers.prefer-d3d9</code>
*Enabled OGL Layers with <code>layers.prefer-opengl</code>
===Mac===
Available Layers backends: OGL, Basic
Our default is OGL.
===Linux===
Available Layers backends: OGL, Basic
Our default is theoretically OGL, but it is blacklisted basically universally on linux.
In practice, you'll find Basic Layers is the default here, but you can use force-enable Layers acceleration to use OGL layers.
==Platform GL Providers==
WebGL can be force-enabled with <code>webgl.force-enabled</code>.
===Windows===
By default, we don't actually run on the machine's native OpenGL libraries, but rather on ANGLE, which in turn runs on D3D9.
ANGLE provides an implementation of GLES2 on top of EGL.
However, running on the machine's native OpenGL implementation on top of WGL is possible with <code>webgl.prefer-native-gl</code>.
===Mac and Linux===
Mac and Linux are very similar, in though mac is provided on top of CGL, and Linux is generally provided on top of GLX.
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