1 |
DENIED
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ROLE_USER
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null |
|
Show voter details
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2 |
DENIED
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moderate
|
Proxies\__CG__\App\Entity\Entry {#1592
+user: Proxies\__CG__\App\Entity\User {#2382 …}
+magazine: Proxies\__CG__\App\Entity\Magazine {#1579 …}
+image: Proxies\__CG__\App\Entity\Image {#2089 …}
+domain: Proxies\__CG__\App\Entity\Domain {#2348 …}
+slug: "Louvre-C-library-for-building-Wayland-compositors"
+title: "Louvre: C++ library for building Wayland compositors."
+url: "https://lemmy.world/pictrs/image/712727df-59a9-4c0c-a7cf-e55bccdab252.png"
+body: """
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 functional compositor from day 1.\n
\n
It supports multi-GPU setups, multi-session (TTY switching), and offers various rendering options, including a scene and view system that automatically repaints only the damaged (changing) regions during a frame. Because it uses multiple threads, it can maintain a high FPS rate with v-sync enabled when rendering complex scenarios. In contrast, single-threaded compositors often experience a rapid drop in FPS, for example, from 60 to 30 fps, due to “dead times” while waiting for a screen vblank, leading to the skipping of frames.\n
\n
The library is freely available, open source, thoroughly documented, includes examples, and features a detailed tutorial.\n
\n
You can find it here: [github.com/CuarzoSoftware/Louvre](https://github.com/CuarzoSoftware/Louvre)\n
\n
I hope it proves useful for you. If you decide to use it and encounter any doubts or wish to contribute to its development, please don’t hesitate to reach out.\n
\n
Greetings!
"""
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1 => App\Entity\EntryComment {#1697
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+magazine: Proxies\__CG__\App\Entity\Magazine {#1579 …}
+image: null
+parent: null
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+body: """
Do you plan to use vulkan wmi in any way?\n
\n
Can xwayland be excluded?
"""
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date: 2023-11-17 22:03:21.0 +01:00
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"@ehopperdietzel@lemmy.world"
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date: 2023-11-14 22:11:31.0 +01:00
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0 => App\Entity\EntryComment {#1551
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+body: """
It looks very interesting.\n
\n
I might be wrong, but it seems to me like Vulkan Support in hw is better than opengl:\n
\n
- amd since at least Polaris (there is a project to Bring vulkan to really old terrascale graphics, but is jot yet there)\n
- Intel since idk broadwell Skylake\n
- 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\n
- 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](https://developer.android.com/games/develop/use-vulkan)\n
- rpi, not sure which versions\n
\n
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.\n
\n
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.\n
\n
Anyway, this idea was to make something modern. Without the legacy crap. Actual goals were:\n
\n
1. Vulkan only (move gfx API Info the future)\n
2. no x/xwayland (most of the apps in newer toolkits already support Wayland, the others I’d rather avoid)\n
3. Multithreaded
"""
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date: 2023-11-18 05:19:48.0 +01:00
}
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date: 2023-11-14 23:31:20.0 +01:00
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date: 2023-11-14 20:12:52.0 +01:00
}
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…2
} |
|
Show voter details
|
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DENIED
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edit
|
Proxies\__CG__\App\Entity\Entry {#1592
+user: Proxies\__CG__\App\Entity\User {#2382 …}
+magazine: Proxies\__CG__\App\Entity\Magazine {#1579 …}
+image: Proxies\__CG__\App\Entity\Image {#2089 …}
+domain: Proxies\__CG__\App\Entity\Domain {#2348 …}
+slug: "Louvre-C-library-for-building-Wayland-compositors"
+title: "Louvre: C++ library for building Wayland compositors."
+url: "https://lemmy.world/pictrs/image/712727df-59a9-4c0c-a7cf-e55bccdab252.png"
+body: """
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 functional compositor from day 1.\n
\n
It supports multi-GPU setups, multi-session (TTY switching), and offers various rendering options, including a scene and view system that automatically repaints only the damaged (changing) regions during a frame. Because it uses multiple threads, it can maintain a high FPS rate with v-sync enabled when rendering complex scenarios. In contrast, single-threaded compositors often experience a rapid drop in FPS, for example, from 60 to 30 fps, due to “dead times” while waiting for a screen vblank, leading to the skipping of frames.\n
\n
The library is freely available, open source, thoroughly documented, includes examples, and features a detailed tutorial.\n
\n
You can find it here: [github.com/CuarzoSoftware/Louvre](https://github.com/CuarzoSoftware/Louvre)\n
\n
I hope it proves useful for you. If you decide to use it and encounter any doubts or wish to contribute to its development, please don’t hesitate to reach out.\n
\n
Greetings!
"""
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date: 2023-11-18 17:15:59.0 +01:00
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1 => App\Entity\EntryComment {#1697
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+magazine: Proxies\__CG__\App\Entity\Magazine {#1579 …}
+image: null
+parent: null
+root: null
+body: """
Do you plan to use vulkan wmi in any way?\n
\n
Can xwayland be excluded?
"""
+lang: "en"
+isAdult: false
+favouriteCount: 2
+score: 0
+lastActive: DateTime @1700255001 {#1439
date: 2023-11-17 22:03:21.0 +01:00
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0 => App\Entity\EntryComment {#1551
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+body: """
It looks very interesting.\n
\n
I might be wrong, but it seems to me like Vulkan Support in hw is better than opengl:\n
\n
- amd since at least Polaris (there is a project to Bring vulkan to really old terrascale graphics, but is jot yet there)\n
- Intel since idk broadwell Skylake\n
- 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\n
- 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](https://developer.android.com/games/develop/use-vulkan)\n
- rpi, not sure which versions\n
\n
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.\n
\n
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.\n
\n
Anyway, this idea was to make something modern. Without the legacy crap. Actual goals were:\n
\n
1. Vulkan only (move gfx API Info the future)\n
2. no x/xwayland (most of the apps in newer toolkits already support Wayland, the others I’d rather avoid)\n
3. Multithreaded
"""
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date: 2023-11-14 23:31:20.0 +01:00
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"@ehopperdietzel@lemmy.world"
"@ijhoo@lemmy.ml"
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date: 2023-11-14 20:12:52.0 +01:00
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…2
} |
|
Show voter details
|
4 |
DENIED
|
moderate
|
Proxies\__CG__\App\Entity\Entry {#1592
+user: Proxies\__CG__\App\Entity\User {#2382 …}
+magazine: Proxies\__CG__\App\Entity\Magazine {#1579 …}
+image: Proxies\__CG__\App\Entity\Image {#2089 …}
+domain: Proxies\__CG__\App\Entity\Domain {#2348 …}
+slug: "Louvre-C-library-for-building-Wayland-compositors"
+title: "Louvre: C++ library for building Wayland compositors."
+url: "https://lemmy.world/pictrs/image/712727df-59a9-4c0c-a7cf-e55bccdab252.png"
+body: """
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 functional compositor from day 1.\n
\n
It supports multi-GPU setups, multi-session (TTY switching), and offers various rendering options, including a scene and view system that automatically repaints only the damaged (changing) regions during a frame. Because it uses multiple threads, it can maintain a high FPS rate with v-sync enabled when rendering complex scenarios. In contrast, single-threaded compositors often experience a rapid drop in FPS, for example, from 60 to 30 fps, due to “dead times” while waiting for a screen vblank, leading to the skipping of frames.\n
\n
The library is freely available, open source, thoroughly documented, includes examples, and features a detailed tutorial.\n
\n
You can find it here: [github.com/CuarzoSoftware/Louvre](https://github.com/CuarzoSoftware/Louvre)\n
\n
I hope it proves useful for you. If you decide to use it and encounter any doubts or wish to contribute to its development, please don’t hesitate to reach out.\n
\n
Greetings!
"""
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Do you plan to use vulkan wmi in any way?\n
\n
Can xwayland be excluded?
"""
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It looks very interesting.\n
\n
I might be wrong, but it seems to me like Vulkan Support in hw is better than opengl:\n
\n
- amd since at least Polaris (there is a project to Bring vulkan to really old terrascale graphics, but is jot yet there)\n
- Intel since idk broadwell Skylake\n
- 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\n
- 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](https://developer.android.com/games/develop/use-vulkan)\n
- rpi, not sure which versions\n
\n
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.\n
\n
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.\n
\n
Anyway, this idea was to make something modern. Without the legacy crap. Actual goals were:\n
\n
1. Vulkan only (move gfx API Info the future)\n
2. no x/xwayland (most of the apps in newer toolkits already support Wayland, the others I’d rather avoid)\n
3. Multithreaded
"""
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App\Entity\EntryComment {#1697
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+slug: "Louvre-C-library-for-building-Wayland-compositors"
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+url: "https://lemmy.world/pictrs/image/712727df-59a9-4c0c-a7cf-e55bccdab252.png"
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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 functional compositor from day 1.\n
\n
It supports multi-GPU setups, multi-session (TTY switching), and offers various rendering options, including a scene and view system that automatically repaints only the damaged (changing) regions during a frame. Because it uses multiple threads, it can maintain a high FPS rate with v-sync enabled when rendering complex scenarios. In contrast, single-threaded compositors often experience a rapid drop in FPS, for example, from 60 to 30 fps, due to “dead times” while waiting for a screen vblank, leading to the skipping of frames.\n
\n
The library is freely available, open source, thoroughly documented, includes examples, and features a detailed tutorial.\n
\n
You can find it here: [github.com/CuarzoSoftware/Louvre](https://github.com/CuarzoSoftware/Louvre)\n
\n
I hope it proves useful for you. If you decide to use it and encounter any doubts or wish to contribute to its development, please don’t hesitate to reach out.\n
\n
Greetings!
"""
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It looks very interesting.\n
\n
I might be wrong, but it seems to me like Vulkan Support in hw is better than opengl:\n
\n
- amd since at least Polaris (there is a project to Bring vulkan to really old terrascale graphics, but is jot yet there)\n
- Intel since idk broadwell Skylake\n
- 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\n
- 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](https://developer.android.com/games/develop/use-vulkan)\n
- rpi, not sure which versions\n
\n
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.\n
\n
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.\n
\n
Anyway, this idea was to make something modern. Without the legacy crap. Actual goals were:\n
\n
1. Vulkan only (move gfx API Info the future)\n
2. no x/xwayland (most of the apps in newer toolkits already support Wayland, the others I’d rather avoid)\n
3. Multithreaded
"""
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Do you plan to use vulkan wmi in any way?\n
\n
Can xwayland be excluded?
"""
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Show voter details
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7 |
DENIED
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edit
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App\Entity\EntryComment {#1697
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+domain: Proxies\__CG__\App\Entity\Domain {#2348 …}
+slug: "Louvre-C-library-for-building-Wayland-compositors"
+title: "Louvre: C++ library for building Wayland compositors."
+url: "https://lemmy.world/pictrs/image/712727df-59a9-4c0c-a7cf-e55bccdab252.png"
+body: """
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 functional compositor from day 1.\n
\n
It supports multi-GPU setups, multi-session (TTY switching), and offers various rendering options, including a scene and view system that automatically repaints only the damaged (changing) regions during a frame. Because it uses multiple threads, it can maintain a high FPS rate with v-sync enabled when rendering complex scenarios. In contrast, single-threaded compositors often experience a rapid drop in FPS, for example, from 60 to 30 fps, due to “dead times” while waiting for a screen vblank, leading to the skipping of frames.\n
\n
The library is freely available, open source, thoroughly documented, includes examples, and features a detailed tutorial.\n
\n
You can find it here: [github.com/CuarzoSoftware/Louvre](https://github.com/CuarzoSoftware/Louvre)\n
\n
I hope it proves useful for you. If you decide to use it and encounter any doubts or wish to contribute to its development, please don’t hesitate to reach out.\n
\n
Greetings!
"""
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It looks very interesting.\n
\n
I might be wrong, but it seems to me like Vulkan Support in hw is better than opengl:\n
\n
- amd since at least Polaris (there is a project to Bring vulkan to really old terrascale graphics, but is jot yet there)\n
- Intel since idk broadwell Skylake\n
- 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\n
- 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](https://developer.android.com/games/develop/use-vulkan)\n
- rpi, not sure which versions\n
\n
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.\n
\n
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.\n
\n
Anyway, this idea was to make something modern. Without the legacy crap. Actual goals were:\n
\n
1. Vulkan only (move gfx API Info the future)\n
2. no x/xwayland (most of the apps in newer toolkits already support Wayland, the others I’d rather avoid)\n
3. Multithreaded
"""
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+magazine: Proxies\__CG__\App\Entity\Magazine {#1579 …}
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Do you plan to use vulkan wmi in any way?\n
\n
Can xwayland be excluded?
"""
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Show voter details
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8 |
DENIED
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moderate
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App\Entity\EntryComment {#1697
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+domain: Proxies\__CG__\App\Entity\Domain {#2348 …}
+slug: "Louvre-C-library-for-building-Wayland-compositors"
+title: "Louvre: C++ library for building Wayland compositors."
+url: "https://lemmy.world/pictrs/image/712727df-59a9-4c0c-a7cf-e55bccdab252.png"
+body: """
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 functional compositor from day 1.\n
\n
It supports multi-GPU setups, multi-session (TTY switching), and offers various rendering options, including a scene and view system that automatically repaints only the damaged (changing) regions during a frame. Because it uses multiple threads, it can maintain a high FPS rate with v-sync enabled when rendering complex scenarios. In contrast, single-threaded compositors often experience a rapid drop in FPS, for example, from 60 to 30 fps, due to “dead times” while waiting for a screen vblank, leading to the skipping of frames.\n
\n
The library is freely available, open source, thoroughly documented, includes examples, and features a detailed tutorial.\n
\n
You can find it here: [github.com/CuarzoSoftware/Louvre](https://github.com/CuarzoSoftware/Louvre)\n
\n
I hope it proves useful for you. If you decide to use it and encounter any doubts or wish to contribute to its development, please don’t hesitate to reach out.\n
\n
Greetings!
"""
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+body: """
It looks very interesting.\n
\n
I might be wrong, but it seems to me like Vulkan Support in hw is better than opengl:\n
\n
- amd since at least Polaris (there is a project to Bring vulkan to really old terrascale graphics, but is jot yet there)\n
- Intel since idk broadwell Skylake\n
- 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\n
- 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](https://developer.android.com/games/develop/use-vulkan)\n
- rpi, not sure which versions\n
\n
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.\n
\n
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.\n
\n
Anyway, this idea was to make something modern. Without the legacy crap. Actual goals were:\n
\n
1. Vulkan only (move gfx API Info the future)\n
2. no x/xwayland (most of the apps in newer toolkits already support Wayland, the others I’d rather avoid)\n
3. Multithreaded
"""
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Do you plan to use vulkan wmi in any way?\n
\n
Can xwayland be excluded?
"""
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9 |
DENIED
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ROLE_USER
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null |
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Show voter details
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10 |
DENIED
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moderate
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App\Entity\EntryComment {#1551
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+slug: "Louvre-C-library-for-building-Wayland-compositors"
+title: "Louvre: C++ library for building Wayland compositors."
+url: "https://lemmy.world/pictrs/image/712727df-59a9-4c0c-a7cf-e55bccdab252.png"
+body: """
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 functional compositor from day 1.\n
\n
It supports multi-GPU setups, multi-session (TTY switching), and offers various rendering options, including a scene and view system that automatically repaints only the damaged (changing) regions during a frame. Because it uses multiple threads, it can maintain a high FPS rate with v-sync enabled when rendering complex scenarios. In contrast, single-threaded compositors often experience a rapid drop in FPS, for example, from 60 to 30 fps, due to “dead times” while waiting for a screen vblank, leading to the skipping of frames.\n
\n
The library is freely available, open source, thoroughly documented, includes examples, and features a detailed tutorial.\n
\n
You can find it here: [github.com/CuarzoSoftware/Louvre](https://github.com/CuarzoSoftware/Louvre)\n
\n
I hope it proves useful for you. If you decide to use it and encounter any doubts or wish to contribute to its development, please don’t hesitate to reach out.\n
\n
Greetings!
"""
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Do you plan to use vulkan wmi in any way?\n
\n
Can xwayland be excluded?
"""
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+body: """
It looks very interesting.\n
\n
I might be wrong, but it seems to me like Vulkan Support in hw is better than opengl:\n
\n
- amd since at least Polaris (there is a project to Bring vulkan to really old terrascale graphics, but is jot yet there)\n
- Intel since idk broadwell Skylake\n
- 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\n
- 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](https://developer.android.com/games/develop/use-vulkan)\n
- rpi, not sure which versions\n
\n
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.\n
\n
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.\n
\n
Anyway, this idea was to make something modern. Without the legacy crap. Actual goals were:\n
\n
1. Vulkan only (move gfx API Info the future)\n
2. no x/xwayland (most of the apps in newer toolkits already support Wayland, the others I’d rather avoid)\n
3. Multithreaded
"""
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date: 2023-11-14 23:31:20.0 +01:00
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Show voter details
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11 |
DENIED
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edit
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App\Entity\EntryComment {#1551
+user: App\Entity\User {#265 …}
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+slug: "Louvre-C-library-for-building-Wayland-compositors"
+title: "Louvre: C++ library for building Wayland compositors."
+url: "https://lemmy.world/pictrs/image/712727df-59a9-4c0c-a7cf-e55bccdab252.png"
+body: """
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 functional compositor from day 1.\n
\n
It supports multi-GPU setups, multi-session (TTY switching), and offers various rendering options, including a scene and view system that automatically repaints only the damaged (changing) regions during a frame. Because it uses multiple threads, it can maintain a high FPS rate with v-sync enabled when rendering complex scenarios. In contrast, single-threaded compositors often experience a rapid drop in FPS, for example, from 60 to 30 fps, due to “dead times” while waiting for a screen vblank, leading to the skipping of frames.\n
\n
The library is freely available, open source, thoroughly documented, includes examples, and features a detailed tutorial.\n
\n
You can find it here: [github.com/CuarzoSoftware/Louvre](https://github.com/CuarzoSoftware/Louvre)\n
\n
I hope it proves useful for you. If you decide to use it and encounter any doubts or wish to contribute to its development, please don’t hesitate to reach out.\n
\n
Greetings!
"""
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Do you plan to use vulkan wmi in any way?\n
\n
Can xwayland be excluded?
"""
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It looks very interesting.\n
\n
I might be wrong, but it seems to me like Vulkan Support in hw is better than opengl:\n
\n
- amd since at least Polaris (there is a project to Bring vulkan to really old terrascale graphics, but is jot yet there)\n
- Intel since idk broadwell Skylake\n
- 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\n
- 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](https://developer.android.com/games/develop/use-vulkan)\n
- rpi, not sure which versions\n
\n
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.\n
\n
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.\n
\n
Anyway, this idea was to make something modern. Without the legacy crap. Actual goals were:\n
\n
1. Vulkan only (move gfx API Info the future)\n
2. no x/xwayland (most of the apps in newer toolkits already support Wayland, the others I’d rather avoid)\n
3. Multithreaded
"""
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date: 2023-11-14 23:31:20.0 +01:00
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} |
|
Show voter details
|
12 |
DENIED
|
moderate
|
App\Entity\EntryComment {#1551
+user: App\Entity\User {#265 …}
+entry: Proxies\__CG__\App\Entity\Entry {#1592
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+slug: "Louvre-C-library-for-building-Wayland-compositors"
+title: "Louvre: C++ library for building Wayland compositors."
+url: "https://lemmy.world/pictrs/image/712727df-59a9-4c0c-a7cf-e55bccdab252.png"
+body: """
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 functional compositor from day 1.\n
\n
It supports multi-GPU setups, multi-session (TTY switching), and offers various rendering options, including a scene and view system that automatically repaints only the damaged (changing) regions during a frame. Because it uses multiple threads, it can maintain a high FPS rate with v-sync enabled when rendering complex scenarios. In contrast, single-threaded compositors often experience a rapid drop in FPS, for example, from 60 to 30 fps, due to “dead times” while waiting for a screen vblank, leading to the skipping of frames.\n
\n
The library is freely available, open source, thoroughly documented, includes examples, and features a detailed tutorial.\n
\n
You can find it here: [github.com/CuarzoSoftware/Louvre](https://github.com/CuarzoSoftware/Louvre)\n
\n
I hope it proves useful for you. If you decide to use it and encounter any doubts or wish to contribute to its development, please don’t hesitate to reach out.\n
\n
Greetings!
"""
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+body: """
Do you plan to use vulkan wmi in any way?\n
\n
Can xwayland be excluded?
"""
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0 => App\Entity\EntryComment {#1551}
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+body: """
It looks very interesting.\n
\n
I might be wrong, but it seems to me like Vulkan Support in hw is better than opengl:\n
\n
- amd since at least Polaris (there is a project to Bring vulkan to really old terrascale graphics, but is jot yet there)\n
- Intel since idk broadwell Skylake\n
- 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\n
- 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](https://developer.android.com/games/develop/use-vulkan)\n
- rpi, not sure which versions\n
\n
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.\n
\n
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.\n
\n
Anyway, this idea was to make something modern. Without the legacy crap. Actual goals were:\n
\n
1. Vulkan only (move gfx API Info the future)\n
2. no x/xwayland (most of the apps in newer toolkits already support Wayland, the others I’d rather avoid)\n
3. Multithreaded
"""
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date: 2024-01-19 18:09:15.0 +01:00
}
+"title": 323278
} |
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