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The implementation has one dependency on OpenGL - qt_gl_read_framebuffer ( = glReadPixels ) - for grabbing the current frame.
However with Qt6 the RHI ( Qt Rendering Hardware Interface ) abstraction layer has been introduced that might run on Direct3D or Metal backends.
As this project is for applications for the EGLFS platform we only have to take care of the OpenGL case, but the qt_gl_read_framebuffer call is all what prevents the server from being usable with other platforms. So it might be worth to find out out how to grab the frame buffer there.
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