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Louvre: C++ library for building Wayland compositors. (lemmy.world)

Hello, yesterday I officially released Louvre v1.0.0, a C++ library designed for building Wayland compositors with a primary focus on ease of development. It provides a default method for handling protocols, input events, and rendering, which you can selectively and progressively override as required, allowing you to see a...

ijhoo,

Do you plan to use vulkan wmi in any way?

Can xwayland be excluded?

ijhoo, (edited )

It looks very interesting.

I might be wrong, but it seems to me like Vulkan Support in hw is better than opengl:

  • amd since at least Polaris (there is a project to Bring vulkan to really old terrascale graphics, but is jot yet there)
  • Intel since idk broadwell Skylake
  • Nvidia proprietary for sure don’t know since when and it seems that focus on nvk (new open source driver) is going to be on vulkan
  • android since version 7 - Eighty-five percent of active Android devices support Vulkan (this is better than android Version Rollout) developer.android.com/games/develop/use-vulkan
  • rpi, not sure which versions

Probably all of them have better Vulkan than opengl drivers (due to drivers being simpler). David Arlie rather quickly implemented first Vulkan driver for AMD once Vulkan was first released. Just in case you need incentive.

I was thinking of starting something similar as a learning exercise, but I’m really limited in time and not skilled as much in c++, so it would probably lead nowhere. Now I can just build on top - if I get any time for this, will come probably with questions.

Anyway, this idea was to make something modern. Without the legacy crap. Actual goals were:

  1. Vulkan only (move gfx API Info the future)
  2. no x/xwayland (most of the apps in newer toolkits already support Wayland, the others I’d rather avoid)
  3. Multithreaded
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