最近打算研下 GitHub - Igalia/wpe-android: WPE WebKit for Android。 git clone之后,对应的是main分支,commit id为: commit 53b3e13ef2c330e9335d9fdd542e5c42a559ca15 (HEAD -> main, tag: latest-preview, origin/main, origin/HEAD) Author: Adrian Perez de Castro <aperez@igalia.com> Date: Fri Sep 26 16:22:54 2025 +0300 [wpe] Update to WPE WebKit 2.50.0 Even when this is an update to a new release series, there are no differences from the packaging point of view, so
以下讨论均基于`https://github.com/WebPlatformForEmbedded/WPEWebKit的 commit 38067c965fd39dbc4294c1be8f9394fb4c39d90c (HEAD -> wpe-2.46, origin/wpe-2.46, origin/HEAD) Author: Philippe Normand <philn@igalia.com> Date: Tue Nov 1 15:51:24 2022 +0000 pointer-lock WIP 编译 之前已经编过几次,最近一次:WebK
Overview 之前构建过一次WebKit,详见小记WebKit的构建,当时刚刚接触WebKit,很多做法不对,这次重新进行了构建,并搭建了一个调试环境,因此再次简单记录一下。 依赖 之前是在自己的远程开发机(Cent
由于工作需要,计划研究下WebKit的Skia渲染后端,分析cmake容易发现,只有GTK/WPE这两个PORT会开启Skia的渲染后端。 之前从https://github.com/WebKit/We
今天发现个人Devcloud可以升级到32核,于是升级了下(+重启),升级完成后Android就构建失败了,错误日志如下: * What went wrong: Execution failed for task ':app:processDebugResources'. > A failure occurred while executing com.android.build.gradle.internal.res.LinkApplicationAndroidResourcesTask$TaskAction > Android resource linking failed /data/work/****App/****App/build/app/intermediates/packaged_manifests/debug/AndroidManifest.xml:245: error: resource attr/??? (aka com.tencent.docs:attr/???) not found. error: failed processing manifest. 打开这个文件
简介 vcpck install的主要工作是"构建(如果需要)和安装依赖包",是vcpkg中最关键、也是使用者感知最明显的环节,有必要对其流程有一个更底层的理解,这样对一些问题的理解也将更加深
我们的项目通过vcpkg依赖了icu,但在构建Android平台的icu制品时,却失败了。 Installing 15/45 icu:arm-neon-android@73.1#1... Building icu:arm-neon-android@73.1#1... /root/.cache/vcpkg/registries/git-trees/eaccfc7689fb55d4badf3d2321a8be62ae5be84e: info: installing overlay port from here -- Downloading https://github.com/unicode-org/icu/releases/download/release-73-1/icu4c-73_1-src.tgz -> icu4c-73_1-src.tgz... -- Extracting source /data/landun/workspace/tdf_build_env/.vcpkg/downloads/icu4c-73_1-src.tgz -- Applying patch disable-escapestr-tool.patch -- Applying patch remove-MD-from-configure.patch -- Applying patch fix_parallel_build_on_windows.patch -- Applying patch fix-extra.patch -- Applying patch mingw-dll-install.patch -- Applying patch disable-static-prefix.patch -- Applying patch fix-win-build.patch -- Using source at /data/landun/workspace/tdf_build_env/.vcpkg/buildtrees/icu/src/c-73_1-src-72ff750ba0.clean --
最近需要把Skia进行一次升级,首先查看下接口变动,See: RELEASE_NOTES.md 大部分都是接口的小调整,基本没什么难度,但注意m122的一个改动: SkFontMgr::RefDefault() has been deleted. Clients should instantiate and manage their own SkFontMgrs and use them to explicitly create SkTypefaces 找到这个改动的原因: Remove default SkFontMgr [305780908] - Skia 是
1.构建制品 之前已经构建过:Flutter源码剖析(一):源码获取与构建 - 赵裕的博客 新遇到一些错误,记录下: $ ../flutter/bin/flutter build --local-engine-src-path ../src --local-engine=android_debug_unopt android ...... You are using a locally built engine (--local-engine) but have not specified --local-engine-host. You may be building with a different engine than the one you are running with. See https://github.com/flutter/flutter/issues/132245 for details. <&n
背景 最近,由于工作需要,想系统理解下Flutter是如何在MacOS/iOS平台使用OpenGL的。因为Apple早早放弃了对OpenGL的支持,导致这块坑不少,故此希望看看Flutter是怎么处理的