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MacOS cocoa/OpenGL


From: R Kim
Subject: MacOS cocoa/OpenGL
Date: Fri, 04 Mar 2022 15:34:06 +0000

Hello Guys,

Looks like we haven't yet official support for OpenGL on MacOS? I need to apply third-party patches to make it work. It would be great if these parts are imported to qemu and be official. Nowaways, it's really needed Acceleration on VMs for who uses Graphical interfaces browsing, eg, chrome.


I have found it:
https://mail.gnu.org/archive/html/qemu-devel/2021-02/msg04235.html

It uses Angle from Google and the developer seems to be creating you own branch, with a lot of patches in https://github.com/akihikodaki/qemu/tree/macos

Another it this one, did small changes, but uses SDL instead of cocoa:
Based on initial work "Virgil 3D on macOS" by 小田喜陽彦 akihikodaki. https://mail.gnu.org/archive/html/qem... With improvements: - Get rid of ANGLE as EGL libraries. Virgil 3D solely uses OpenGL Core backend through SDL2 which wraps to NSOpenGL. - No patch to "cocoa" display of QEMU. Minimal modification to SDL2 display to support Virgil 3D on macOS. QEMU cannot have both "cocoa" and "sdl2" display in the same build. - Minimal change to libepoxy and virglrenderer, basically only have to make sure they built without libdrm and libEGL. - Fix known issues with OpenGL Core - Performance comparable to ANGLE OpenGL ES backend. WebGL Aquarium at 60 FPS. Chromium web rendering is accelerated. The accelerated ArchLinux ARM is very snappy & usable with Apple HVF virtualization. It matches or even exceeds the performance of typical ARM Linux flavors running on RK3399 or RPi4 bare-metal. It probably makes M1 MacBooks the world fastest (... most expensive) Linux ARM laptops. Nested VM is possible, and there is a demo of qemu-3dfx Glide passthrough from nested QEMU i386 instance running Blood 1.2 3Dfx DOS game.

https://www.youtube.com/watch?v=FVv8UjGhYPU


What should we do to have this changes in? 

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