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On Linux, we're getting this error:
Shader compilation failing. Using glx instead of egl fixes the issue. We could make it possible to select glx instead of egl, or update the shaders used in servo, or maybe there's a way to configure egl to be less strict. @tomaka, what would you recommend? |
Unfortunately the shader compiler error log is empty for me - I'm trying out a few things to narrow down what's actually causing the shader compilation to fail. |
Hmm, according to https://wiki.debian.org/ATIProprietary#AMD_Catalyst_14.9 (which might be out of date) fglrx (which is what this machine is running) doesn't support EGL. And enabling the mesa egl debug output, it does look like it's loading a software implementation of EGL on my machine. |
@paulrouget Switching the lines in x11/window.rs to prefer GLX over EGL makes it work on my machine, and is probably a safe bet. Perhaps we could add our own local patch for that, and then do some further investigation as a follow up? @metajack Although I don't really want to delay merging this, perhaps we should wait until after mid-week anyway, to avoid any android issues? |
I guess I'm going to revert to GLX by default instead of EGL. |
Want me to do a PR? |
That would be nice :) It's just a two lines fix, but I'm a bit lazy. EDIT: nevermind, rust-windowing#569 has been opened already |
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@bors-servo r+ |
📌 Commit f376930 has been approved by |
Glutin update Previous PR (#43) was against the master branch, not the servo branch. <!-- Reviewable:start --> [<img src="https://reviewable.io/review_button.png" height=40 alt="Review on Reviewable"/>](https://reviewable.io/reviews/servo/glutin/44) <!-- Reviewable:end -->
☀️ Test successful - travis |
Previous PR (#43) was against the master branch, not the servo branch.