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for (const GLImplementation* p = allowed_implementations_begin;
p < allowed_implementations_end;
++p) {
if (InitializeGLBindings(*p))
break;
}
So the warning prints when you don't have GLES but it tries other
implementations as well.
static const GLImplementation kAllowedGLImplementations[] = {
kGLImplementationDesktopGL,
kGLImplementationEGLGLES2,
kGLImplementationOSMesaGL
};
+apatrick
It looks like apatrick fixed this on 1/14 in r71508 by making Chromium
prefer desktop OpenGL over OpenGL ES 2.0 on Linux.
-Ken
On Tue, Jan 18, 2011 at 10:45 AM, Antoine Labour <pi...@google.com> wrote:+apatrick
>
>
> On Tue, Jan 18, 2011 at 10:13 AM, Paweł Hajdan, Jr.
> <phajd...@chromium.org> wrote:
>>
>> I have a Gentoo developer's report about WebGL not working in certain
>> circumstances: http://bugs.gentoo.org/show_bug.cgi?id=348841
>> It seems that the browser behaves differently depending on
>> whether libGLESv2.so is present on the system. This is generally unwanted
>> behavior for Linux distributions.
>> Do you have some ideas how to solve the issue (WebGL not working when
>> libGLESv2.so is present on the system)?
>
> Suggestion 1: don't install drivers that don't work :)
> Suggestion 2 (maybe more realistic): add --use-gl=desktop
It looks like apatrick fixed this on 1/14 in r71508 by making Chromium
prefer desktop OpenGL over OpenGL ES 2.0 on Linux.
Yes; the command line option is:
--use-gl=egl
> Longer term, do we know what the
> failure actually is so we can do a sanity check to see if the ES drivers
> work if they're available?
I'm not sure based on the logging output. We're failing to allocate or
initialize the ANGLE shader compiler, and there are several failure
paths which return NULL without logging any output. The strange thing
is that we should not be calling OpenGL in those code paths, so it's
difficult to understand how the presence of libGLESv2.so would affect
the code. Also, this code runs successfully on ANGLE, which emulates
EGL and OpenGL ES 2.0, so it wouldn't be the first attempt to run this
code in this configuration.
-Ken
On Wed, Jan 19, 2011 at 10:56 AM, Henry Bridge <hbr...@google.com> wrote:Yes; the command line option is:
>
>
> On Tue, Jan 18, 2011 at 10:53 AM, Kenneth Russell <k...@chromium.org> wrote:
>>
>> On Tue, Jan 18, 2011 at 10:45 AM, Antoine Labour <pi...@google.com> wrote:
>> >
>> >
>> > On Tue, Jan 18, 2011 at 10:13 AM, Paweł Hajdan, Jr.
>> > <phajd...@chromium.org> wrote:
>> >>
>> >> I have a Gentoo developer's report about WebGL not working in certain
>> >> circumstances: http://bugs.gentoo.org/show_bug.cgi?id=348841
>> >> It seems that the browser behaves differently depending on
>> >> whether libGLESv2.so is present on the system. This is generally
>> >> unwanted
>> >> behavior for Linux distributions.
>> >> Do you have some ideas how to solve the issue (WebGL not working when
>> >> libGLESv2.so is present on the system)?
>> >
>> > Suggestion 1: don't install drivers that don't work :)
>> > Suggestion 2 (maybe more realistic): add --use-gl=desktop
>>
>> +apatrick
>>
>> It looks like apatrick fixed this on 1/14 in r71508 by making Chromium
>> prefer desktop OpenGL over OpenGL ES 2.0 on Linux.
>>
>
> I think that's fine for now. Do we have a corresponding --use-gl=es so
> people can test it with ES if they want?
--use-gl=egl
That's correct. The only way to disable the use of ANGLE on Windows is
to remove the ANGLE DLLs from the Chrome or Chromium installation.
> It seems useful to have an explicit flag for this
> at some point.
Agreed, for testing purposes at least. Could you file a bug? I am
pretty sure code changes will be needed.
-Ken
>>
>> > Longer term, do we know what the
>> > failure actually is so we can do a sanity check to see if the ES drivers
>> > work if they're available?
>>
>> I'm not sure based on the logging output. We're failing to allocate or
>> initialize the ANGLE shader compiler, and there are several failure
>> paths which return NULL without logging any output. The strange thing
>> is that we should not be calling OpenGL in those code paths, so it's
>> difficult to understand how the presence of libGLESv2.so would affect
>> the code. Also, this code runs successfully on ANGLE, which emulates
>> EGL and OpenGL ES 2.0, so it wouldn't be the first attempt to run this
>> code in this configuration.
>>
>> -Ken
>