Are there browsers for windows or linux that still using actual webkit engine version not blink engine? - webkit

Is there any browser for windows or linux that still using actual webkit engine version not blink engine?

This is a question that I also ask, periodically, so I can give an updated reply:
for Linux, there are several more-or-less platform-specific browsers that use webkit2-gtk (a more-or-less up-to-date WebKit2 implementation): notably Web/Epiphany and Midori. Both are rather simple/lightweight browsers.
for MS Windows, there is still the more full-fledged Maxthon 5 browser (or virus, according to some), but I have been unable to determine what WebKit version it really uses (based on its user agent string it might NOT be WebKit2). Some quick testing suggests it's a good alternative for slower hardware (many hybrid tablet PCs!) as WebKit is noticeably less resource-hungry than WebEngine (aka Chromium aka Blink). Note however that Maxthon 6 will become just another blink on the block (unless they decide to keep the dual-engine feature).
for Linux AND MS Windows (Qt-based, cross platform) there are Konqueror and Otter-Browser. The former is mostly focussed on its QtWebEngine backend, but the latter is indeed focussed on the "rebooted" QtWebKit (and aims to reimplement Opera 12; it provides installers for MS Windows).
The QtWebKit reboot is largely a 1-person effort at the moment that could probably stand a few more contributors, notably to merge a more recent WebKit version.

according to wikipedia, maxthon browser still uses webkit (You can switch engines in Maxthon though)
As of version 3, Maxthon supports two web browser engines: WebKit and
Trident
Wikipedia

Related

Vulkan driver api vs sdk api support

I have NVIDIA driver v 378.92 installed, and according to the nvidia website since driver version 377.14, driver supports vulkan api 1.0.42.1. My vulkan SDK api version is 1.0.42.2. However when I check for my device support info, using vkjson_info.exe in the vulkan SDK, there's stated that only apiVersion 1.0.37 is supported.
I'm a bit confused how this works, can anyone enlighten this?
The reported version could be limited by the Vulkan Loader/Runtime it finds. First is this Windows or Linux?
If you have the Vulkan SDK 1.0.42.2 installed, can you run the VIA tool? It should generate an HTML output. If you look at the "Runtimes" section, you should see which ones are available and which one it's using. For best results, try running it from the same folder as vkjson_info.exe. But, it should give you a good idea if you just run it anywhere.
"1.0.42.1" is not a Vulkan version. Vulkan only has three levels (i.e. major.minor.patch). So the "1.0.37" is likely correct and the "1.0.42.1" is likely the version of some LunarG Vulkan SDK or possibly Vulkan Runtime that comes with it.
There are usually several types of versions flying around:
The Vulkan driver version. It is of the major.minor.patch format and it is in VkPhysicalDeviceProperties::apiVersion or can be obtained by a tool such as VHCV.
Optionally SDK/Layers version on the runtime machine. LunarG Vulkan SDK versioning of the form vulkan_major.vulkan_minor.vulkan_patch.optionally_SDK_patch.
Vulkan Runtime of the runtime machine — It is basically The Vulkan Loader dll (if the application uses that). Both SDK and drivers install this (and coexist) and they use their own versioning scheme. The SDK version also installs the Validation Layers to the system.
SDK/Header on the application developer machine. Versioning as described above. The vulkan.h header is always 1.0 and so has only single number version — VK_HEADER_VERSION (which matches the Vulkan patch version — but does not have to in the future)
SDK/Header on the driver developer machine. Versioning as described above. Should really be the same as Vulkan driver version. And most likely the Vulkan RT installed by the driver will be the same version. But I think I have seen this to differ.
It should not matter, because all patch versions are supposed to be both-ways compatible (in reality not really — there were some changes, but driver makers seem to keep up so far providing updated drivers, so it is not an issue). And in fact that is the only thing I could find in the driver documentation: "Vulkan 1.0" support.
I hope you are so enlightened now that you reached the ultimate state of boredom.
377 is a beta version driver from https://developer.nvidia.com/vulkan-driver . There is no guarantee that beta feature will be carried over to the subsequent release version. And according to http://vulkan.gpuinfo.org/listreports.php it didn't (378 indeed have 1.0.37 and 377 have 1.0.42 and more importantly has the extensions you want to try). Continue to use the beta for now if you want the features within it. As for Layers and other SDK features you should not need newer drivers — in fact you should always use the latest to benefit from Validation Layer bugfixes and improvements.

OpenCL - Support different platforms with the same binary

Question 1
If I want to build an application with OpenCL support, do I have any guarantees that the OpenCL.lib implementation from my vendor is able to work with all devices from other Vendors? If yes what's the difference between the implementation?
Question 2
Is it possible to use different OpenCL versions in the same application? For example AMD has released a preview driver for OpenCL 2.0 support. On the other hand the lovely company called Nvidia is still trying to ignore everything past OpenCL 1.1. It would be nice if I could write platform specific code in different versions.
1: On Windows, OpenCL.lib is a static wrapper around OpenCL.dll, which is the ICD loader, and exposes all of the available platforms. It is provided by Khronos and redistributed by the OpenCL platform vendors. So go ahead and link to it; it will work with whatever is installed (although if nothing is installed your application won't run because it can't find OpenCL.dll; this is solved other ways).
2: Yes. As long as the ICD loader is the latest, you can get at the newer API on newer platforms / devices. Just don't use new API on old devices; that will crash or worse.

Is it possible to check and set wx.html2 to use WebKit on Windows?

Is it possible to do a combination of a check and a engine-switch on Windows for wx.html2 in wxPython 2.9.4.0 (development version)?
What I want to achieve is; to let the wx.html2 library use WebKit on Windows if Safari, Chrome or Opera (WebKit/Blink) is installed.
Does anyone have any experience with this and maybe how to achieve it? I also wonder where wx.html2 looks for the engine on each OS and how it asks to render it.
I tried using wx.webkit. But there are so many issues like; lack of documentation and the implementation of the object seems to break on different operating systems.
How does wxPython know to use Webkit? It doesn't, it's parent library, wxWidgets does a compile-time check. It assumes Webkit is installed if it's built on Mac or Linux, and assumes IE is installed if it's on Windows.
If you really want WebKit/Blink, then perhaps consider CEFPython, an embedded Chrome. There's an example at that link of a (very simple) wxPython application.

Direct3D app screws up XULRunner

I have an app using a render engine which can switch between D3D and OpenGL (on Windows at least!) We also use XULRunner for embedded web-browser functionality. XULRunner also appears to use D3D and when our engine is in D3D mode, XUL stops working - it just renders black the whole time.
"Use OpenGL" isn't the answer I'm looking for, so what can I do? We are using D3D9.
edit: Apparently GL support is immature, on non-Windows platforms no hardware acceleration is used by default. We've tried to disable it but either there is another bug, or we're not using the right flags. I can't find a good reference for them.
edit: Current release versions of XULRunner as used in FF 3.x don't support hardware acceleration. And yet still, the moment a D3D9 device is created, the Gecko render engine starts painting solid black.
An old question, but both these threads have answers:
DirectX Firefox Plugin rendering artifacts
Writing a plugin using NPAPI + D3D. It works on Firefox, but the browser blacks out. Why?

Webkit browser & automation

Have anyone come across open source tools/framework for Webkit browser test automation?
There is (not tried) WebAii Automation Framework where the current Beta 2.0.0.1 has Safari 3 support added on windows (it's free but I don't think it's opensource).
If you want do it yourself:
On Apple you should be able to script it AppleScript or from
MAC OS X > 10.4: there is Automator
On Windows you might consider using P/Invoke and looking at the WinLauncher tool from WebKitTools
I haven't seen a framework to run the tests but if you're looking for input to test against there is Ian Hickson's adhoc and evil test suites in addition to the traditional acid tests.
Which WebKit? Selenium seems to have drivers for several WebKit-based browsers.
WebKit itself has a test suite, to be implemented by each platform, which the WebKit documentation calls DRT or DumpRenderTree (see also LayoutTestController).