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There are four ways (it would seem) to render pixels to a wayland surface:
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1. *wl_shm* using shared memory, aka directly telling wayland the color of each pixel to draw using software rendering.
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2. Using a *wl_shell_interface* to create a *wl_shell_surface*, then use the *wl_egl_* functions to draw pixels.
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3. Using a *wl_surface* directly? Apparently not all compositors implement the *wl_shell_interface* protocol, and checking the source code from SDL's repository they do not even look for it.
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4. Using extensions like *wl_egl_window_create* to hook a wayland window to a OGL rendering context. This link seems to agree with me: https://www.gfxstrand.net/faith/projects/wayland/wayland-android/
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