Wiki page about-wayland changed with summary [] by Christopher Michael

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Christopher Michael 2015-06-16 07:36:59 -07:00 committed by apache
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=== We support Wayland ===
~~Title: Wayland~~
~~CODE-c~~
{{page>index}}
==== Wayland ====
Current support work is being done to enable client-side applications and a wayland compositor. Currently EFL applications that use the lower-level Ecore-Evas and higher level Elementary API's will work and display correctly in a Wayland compositor, handle input, resizing and moving. Client-side frames are already provided. Both Shared-memory buffers AND EGL/OpenGL-ES2 buffers are supported. The Shared-memory buffers are purely CPU-rendered, meaning that they will work with or without OpenGL hardware acceleration support. They are fast and usable. The OpenGL-ES2 display is fully accelerated with all primitives being rendered by OpenGL (Hardware acceleration) and already work fully due to a long history of supporting this under X11 and other embedded EGL/OpenGL-ES2 environments.
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EFL is currently tracking Wayland master and will not function with the 0.85 release.
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=== Current Status ===
[**Evas Engines**]
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* Provides a Wayland Shell for use by Wayland Client applications (both wl_shell and xdg_shell are supported)
* Experimental support for running Wayland-Only (without X11) is undergoing heavy testing.
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=== Building Wayland Support ===
The following instructions assume that you have Wayland/Weston installed as per [[http://wayland.freedesktop.org/building.html]]
These steps assume that you have the environment variables set as per the above building instructions.
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* To enable build support for the Enlightenment Compositor to render Wayland Clients using EGL
* To build the Experimental Wayland-Only version, please see the README.wayland file located here: [[https://git.enlightenment.org/core/enlightenment.git/tree/README.wayland]]
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=== Running ===
For applications that use Ecore_Evas directly set the environment variable **ECORE_EVAS_ENGINE** to either //wayland_egl// or //wayland_shm// depending on whether you wish to use the SHM based interface with software rendering or use EGL.