Ignacy Koper
Ignacy Koper
wlroots provide clipboard protocol for clients like `wl-copy` as replacenent for `xclip` but in compositor level clipboard must be done yourself, it's about managing buffers and stuff, there is few...
I'm sorry but it's slowly getting offtopic, mayby we should use this new feature on github and open thread about wayland and close all issue then move them to discussion,...
Hi, If anyone want to know something about wlroots feel free to ask me, there is also new website https://wayland.app/protocols/ (not official) which wraps all wayland core protocols and wlroots...
Hmmm... one of the biggest problems is that on X11, hlwm exists as _just window manager_ connected to Display Server, on Wayland there is no "Window Manager", there is only...
IPC is pretty simple, you need to create e.g. 2 protocols for status (tags/window/frame state etc.) and options like spliting frames, changing attributes etc. to do that both must have...
Mesh shaders are needed for e.g. PSSL in order to run native Game Engines based on WebGPU. PlayStation 5 uses mesh shaders in PSSL which makes it hard to maintain...
I'm slowly starting studio "Eukaryote Interactive" focused on porting rustc and needed libraries for major consoles but costs of signing NDAs are high, but first we have to discuss technical...
> @HeavyRain266 Is [this approach](https://github.com/rust-gamedev/wg/issues/90#issuecomment-587275027) an option? Yes, you need to wrap your game in C (tested on PS5) to sign binaries with Sony's clang and deploy to the store...
> What I was referring to, and what I believe @zicklag intended, is to have an abstraction layer that is independent of any particular console, and which is developed in...
All what I meant, is that. None of changes other than possibly Switch extensions in `wgpu` can be upstreamed as public abstraction layer described above. WGSL to PSSL translation in...