Use simply Lazarus TScreen....
very simple and plain ... using XLIB unit
Does it work with Wayland?Вам нужно понять, что Wayland работает на OpenGL. Потому все запросы глубины цвета можно делать через OpenGL (не 100%, возможно Wayland ограничивает эту возможность).
You need to understand that Wayland runs on OpenGL. Therefore, all color depth requests can be done through OpenGL (not 100%, perhaps Wayland limits this possibility).
It's not a requirement for Wayland to use OpenGL, neither for the clients nor the compositor.
It's not a requirement for Wayland to use OpenGL, neither for the clients nor the compositor.I'm not talking about this, I'm talking about:
It's not a requirement for Wayland to use OpenGL, neither for the clients nor the compositor.I'm not talking about this, I'm talking about:
https://wayland.freedesktop.org/architecture.html#heading_toc_j_1
The client links to a rendering library such as OpenGL that knows how to program the hardware
On the client side we've defined a Wayland EGL platform. In the EGL model, that consists of the native types (EGLNativeDisplayType, EGLNativeWindowType and EGLNativePixmapType) and a way to create those types. In other words, it's the glue code that binds the EGL stack and its buffer sharing mechanism to the generic Wayland API. The EGL stack is expected to provide an implementation of the Wayland EGL platform. The full API is in the wayland-egl.h header. The open source implementation in the mesa EGL stack is in platform_wayland.c.same earlier
The client links to a rendering library such as OpenGL that knows how to program the hardware and renders directly into the buffer.I think that everyone understands that an ordinary user is a client.
MarkMLl, I think it's worth reading in full what they write. Read what is written in Hardware Enabling for Wayland.
What is the drawing API?
"Whatever you want it to be, honey". Wayland doesn't render on behalf of the clients, it expects the clients to use whatever means they prefer to render into a shareable buffer. When the client is done, it informs the Wayland server of the new contents. The current test clients use either Cairo software rendering, Cairo on OpenGL or hardware-accelerated OpenGL directly. Additionally, media frameworks can share their buffers directly with the server. As long as you have a userspace driver library that will let you render into a shareable buffer, you're good to go.
Why does Wayland use EGL?
EGL is the only GL binding API that lets us avoid dependencies on existing window systems, in particular X. GLX obviously pulls in X dependencies and only lets us set up GL on X drawables. The alternative is to write a Wayland specific GL binding API, say, WaylandGL.
A more subtle point is that libGL.so includes the GLX symbols, so linking to that library will pull in all the X dependencies. This means that we can't link to full GL without pulling in the client side of X, so Weston uses OpenGL ES to render. This also enables Weston to run on GPUs which don't support the full OpenGL API.
As detailed above, clients are however free to use whichever rendering API they like.