[webkit-help] WebKit2, Coordinated Graphics and Texture Mapper

Benjamin Poulain benjamin at webkit.org
Wed Aug 6 02:27:01 PDT 2014


I believe you will have better audience for this question on either
webkit-gtk or webkit-efl.

Both GTK and EFL use COORDINATED_GRAPHICS and they maintain that code.
They should be able to give you better guidance.

Note that even if it is possible to use TextureMapper without OpenGL, it
might be easier for you to work with a software version of OpenGL in
order to align Haiku with GTK and EFL and reduce maintenance.


On 8/6/14, 12:11 AM, pulkomandy wrote:
> Hello WebKit,
> I started working on moving the Haiku port of WebKit to WebKit2.
> However, I can't find a combination of options that leads to succesfully
> compiling everything.
> Maybe you can help me with that. First, let's check if I understand
> things right:
> - WebKit2 needs COORDINATED_GRAPHICS in order to split the UIProcess
>   from the WebProcess.
> In preparation for this I have made our WebKit1 port enable the
> COORDINATED_GRAPHICS and TEXTURE_MAPPER flags. This works, save for some
> clipping issues in our GraphicsContext implementation which I'm still
> investigating.
> However, when trying to build WebKit2, I found that it will fail to
> build. It seems some code is hardwired to work only with the GL-based
> texture mapper. Not having an accelerated OpenGL implementation, we
> would like to not use that. It looks like the flag 3D_GRAPHICS should be
> used to enable the GL texture mapper (and possibly other things needing
> GL), but that flag is not used as it should everywhere, so the GL
> texture mapper ends up being used anyway.
> Am I correct that adding the appropriate USE(3D_GRAPHICS) guards where
> needed will make it possible to build a WebKit2 that doesn't need GL? Is
> there a port already doing that? Any other compile flags I should look
> at? Is it impossible to do this, and should I try to get GL to work even
> if it is software rendered?
> Thanks,

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