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10<h1>Mesa EGL</h1>
11
12<p>The current version of EGL in Mesa implements EGL 1.4.  More information
13about EGL can be found at
14<a href="http://www.khronos.org/egl/" target="_parent">
15http://www.khronos.org/egl/</a>.</p>
16
17<p>The Mesa's implementation of EGL uses a driver architecture.  The main
18library (<code>libEGL</code>) is window system neutral.  It provides the EGL
19API entry points and helper functions for use by the drivers.  Drivers are
20dynamically loaded by the main library and most of the EGL API calls are
21directly dispatched to the drivers.</p>
22
23<p>The driver in use decides the window system to support.</p>
24
25<h2>Build EGL</h2>
26
27<ol>
28<li>
29<p>Run <code>configure</code> with the desired client APIs and enable
30the driver for your hardware.  For example</p>
31
32<pre>
33  $ /configure --enable-gles1 --enable-gles2 \
34                --with-dri-drivers=... \
35                --with-gallium-drivers=...
36</pre>
37
38<p>The main library and OpenGL is enabled by default.  The first two options
39above enables <a href="opengles.html">OpenGL ES 1.x and 2.x</a>.  The last two
40options enables the listed classic and and Gallium drivers respectively.</p>
41
42</li>
43
44<li>Build and install Mesa as usual.</li>
45</ol>
46
47<p>In the given example, it will build and install <code>libEGL</code>,
48<code>libGL</code>, <code>libGLESv1_CM</code>, <code>libGLESv2</code>, and one
49or more EGL drivers.</p>
50
51<h3>Configure Options</h3>
52
53<p>There are several options that control the build of EGL at configuration
54time</p>
55
56<ul>
57<li><code>--enable-egl</code>
58
59<p>By default, EGL is enabled.  When disabled, the main library and the drivers
60will not be built.</p>
61
62</li>
63
64<li><code>--with-egl-driver-dir</code>
65
66<p>The directory EGL drivers should be installed to.  If not specified, EGL
67drivers will be installed to <code>${libdir}/egl</code>.</p>
68
69</li>
70
71<li><code>--enable-gallium-egl</code>
72
73<p>Enable the optional <code>egl_gallium</code> driver.</p>
74
75</li>
76
77<li><code>--with-egl-platforms</code>
78
79<p>List the platforms (window systems) to support.  Its argument is a comma
80seprated string such as <code>--with-egl-platforms=x11,drm</code>.  It decides
81the platforms a driver may support.  The first listed platform is also used by
82the main library to decide the native platform: the platform the EGL native
83types such as <code>EGLNativeDisplayType</code> or
84<code>EGLNativeWindowType</code> defined for.</p>
85
86<p>The available platforms are <code>x11</code>, <code>drm</code>,
87<code>fbdev</code>, and <code>gdi</code>.  The <code>gdi</code> platform can
88only be built with SCons.  Unless for special needs, the build system should
89select the right platforms automatically.</p>
90
91</li>
92
93<li><code>--enable-gles1</code> and <code>--enable-gles2</code>
94
95<p>These options enable OpenGL ES support in OpenGL.  The result is one big
96internal library that supports multiple APIs.</p>
97
98</li>
99
100<li><code>--enable-shared-glapi</code>
101
102<p>By default, <code>libGL</code> has its own copy of <code>libglapi</code>.
103This options makes <code>libGL</code> use the shared <code>libglapi</code>.  This
104is required if applications mix OpenGL and OpenGL ES.</p>
105
106</li>
107
108<li><code>--enable-openvg</code>
109
110<p>OpenVG must be explicitly enabled by this option.</p>
111
112</li>
113
114</ul>
115
116<h2>Use EGL</h2>
117
118<h3>Demos</h3>
119
120<p>There are demos for the client APIs supported by EGL.  They can be found in
121mesa/demos repository.</p>
122
123<h3>Environment Variables</h3>
124
125<p>There are several environment variables that control the behavior of EGL at
126runtime</p>
127
128<ul>
129<li><code>EGL_DRIVERS_PATH</code>
130
131<p>By default, the main library will look for drivers in the directory where
132the drivers are installed to.  This variable specifies a list of
133colon-separated directories where the main library will look for drivers, in
134addition to the default directory.  This variable is ignored for setuid/setgid
135binaries.</p>
136
137<p>This variable is usually set to test an uninstalled build.  For example, one
138may set</p>
139
140<pre>
141  $ export LD_LIBRARY_PATH=$mesa/lib
142  $ export EGL_DRIVERS_PATH=$mesa/lib/egl
143</pre>
144
145<p>to test a build without installation</p>
146
147</li>
148
149<li><code>EGL_DRIVER</code>
150
151<p>This variable specifies a full path to or the name of an EGL driver.  It
152forces the specified EGL driver to be loaded.  It comes in handy when one wants
153to test a specific driver.  This variable is ignored for setuid/setgid
154binaries.</p>
155
156</li>
157
158<li><code>EGL_PLATFORM</code>
159
160<p>This variable specifies the native platform.  The valid values are the same
161as those for <code>--with-egl-platforms</code>.  When the variable is not set,
162the main library uses the first platform listed in
163<code>--with-egl-platforms</code> as the native platform.</p>
164
165<p>Extensions like <code>EGL_MESA_drm_display</code> define new functions to
166create displays for non-native platforms.  These extensions are usually used by
167applications that support non-native platforms.  Setting this variable is
168probably required only for some of the demos found in mesa/demo repository.</p>
169
170</li>
171
172<li><code>EGL_LOG_LEVEL</code>
173
174<p>This changes the log level of the main library and the drivers.  The valid
175values are: <code>debug</code>, <code>info</code>, <code>warning</code>, and
176<code>fatal</code>.</p>
177
178</li>
179
180<li><code>EGL_SOFTWARE</code>
181
182<p>For drivers that support both hardware and software rendering, setting this
183variable to true forces the use of software rendering.</p>
184
185</li>
186</ul>
187
188<h2>EGL Drivers</h2>
189
190<ul>
191<li><code>egl_dri2</code>
192
193<p>This driver supports both <code>x11</code> and <code>drm</code> platforms.
194It functions as a DRI driver loader.  For <code>x11</code> support, it talks to
195the X server directly using (XCB-)DRI2 protocol.</p>
196
197<p>This driver can share DRI drivers with <code>libGL</code>.</p>
198
199</li>
200
201<li><code>egl_gallium</code>
202
203<p>This driver is based on Gallium3D.  It supports all rendering APIs and
204hardwares supported by Gallium3D.  It is the only driver that supports OpenVG.
205The supported platforms are X11, DRM, FBDEV, and GDI.</p>
206
207<p>This driver comes with its own hardware drivers
208(<code>pipe_&lt;hw&gt;</code>) and client API modules
209(<code>st_&lt;api&gt;</code>).</p>
210
211</li>
212
213<li><code>egl_glx</code>
214
215<p>This driver provides a wrapper to GLX.  It uses exclusively GLX to implement
216the EGL API.  It supports both direct and indirect rendering when the GLX does.
217It is accelerated when the GLX is.  As such, it cannot provide functions that
218is not available in GLX or GLX extensions.</p>
219</li>
220</ul>
221
222<h2>Packaging</h2>
223
224<p>The ABI between the main library and its drivers are not stable.  Nor is
225there a plan to stabilize it at the moment.  Of the EGL drivers,
226<code>egl_gallium</code> has its own hardware drivers and client API modules.
227They are considered internal to <code>egl_gallium</code> and there is also no
228stable ABI between them.  These should be kept in mind when packaging for
229distribution.</p>
230
231<p>Generally, <code>egl_dri2</code> is preferred over <code>egl_gallium</code>
232when the system already has DRI drivers.  As <code>egl_gallium</code> is loaded
233before <code>egl_dri2</code> when both are available, <code>egl_gallium</code>
234is disabled by default.</p>
235
236<h2>Developers</h2>
237
238<p>The sources of the main library and the classic drivers can be found at
239<code>src/egl/</code>.  The sources of the <code>egl</code> state tracker can
240be found at <code>src/gallium/state_trackers/egl/</code>.</p>
241
242<p>The suggested way to learn to write a EGL driver is to see how other drivers
243are written.  <code>egl_glx</code> should be a good reference.  It works in any
244environment that has GLX support, and it is simpler than most drivers.</p>
245
246<h3>Lifetime of Display Resources</h3>
247
248<p>Contexts and surfaces are examples of display resources.  They might live
249longer than the display that creates them.</p>
250
251<p>In EGL, when a display is terminated through <code>eglTerminate</code>, all
252display resources should be destroyed.  Similarly, when a thread is released
253throught <code>eglReleaseThread</code>, all current display resources should be
254released.  Another way to destory or release resources is through functions
255such as <code>eglDestroySurface</code> or <code>eglMakeCurrent</code>.</p>
256
257<p>When a resource that is current to some thread is destroyed, the resource
258should not be destroyed immediately.  EGL requires the resource to live until
259it is no longer current.  A driver usually calls
260<code>eglIs&lt;Resource&gt;Bound</code> to check if a resource is bound
261(current) to any thread in the destroy callbacks.  If it is still bound, the
262resource is not destroyed.</p>
263
264<p>The main library will mark destroyed current resources as unlinked.  In a
265driver's <code>MakeCurrent</code> callback,
266<code>eglIs&lt;Resource&gt;Linked</code> can then be called to check if a newly
267released resource is linked to a display.  If it is not, the last reference to
268the resource is removed and the driver should destroy the resource.  But it
269should be careful here because <code>MakeCurrent</code> might be called with an
270uninitialized display.</p>
271
272<p>This is the only mechanism provided by the main library to help manage the
273resources.  The drivers are responsible to the correct behavior as defined by
274EGL.</p>
275
276<h3><code>EGL_RENDER_BUFFER</code></h3>
277
278<p>In EGL, the color buffer a context should try to render to is decided by the
279binding surface.  It should try to render to the front buffer if the binding
280surface has <code>EGL_RENDER_BUFFER</code> set to
281<code>EGL_SINGLE_BUFFER</code>;  If the same context is later bound to a
282surface with <code>EGL_RENDER_BUFFER</code> set to
283<code>EGL_BACK_BUFFER</code>, the context should try to render to the back
284buffer.  However, the context is allowed to make the final decision as to which
285color buffer it wants to or is able to render to.</p>
286
287<p>For pbuffer surfaces, the render buffer is always
288<code>EGL_BACK_BUFFER</code>.  And for pixmap surfaces, the render buffer is
289always <code>EGL_SINGLE_BUFFER</code>.  Unlike window surfaces, EGL spec
290requires their <code>EGL_RENDER_BUFFER</code> values to be honored.  As a
291result, a driver should never set <code>EGL_PIXMAP_BIT</code> or
292<code>EGL_PBUFFER_BIT</code> bits of a config if the contexts created with the
293config won't be able to honor the <code>EGL_RENDER_BUFFER</code> of pixmap or
294pbuffer surfaces.</p>
295
296<p>It should also be noted that pixmap and pbuffer surfaces are assumed to be
297single-buffered, in that <code>eglSwapBuffers</code> has no effect on them.  It
298is desirable that a driver allocates a private color buffer for each pbuffer
299surface created.  If the window system the driver supports has native pbuffers,
300or if the native pixmaps have more than one color buffers, the driver should
301carefully attach the native color buffers to the EGL surfaces, re-route them if
302required.</p>
303
304<p>There is no defined behavior as to, for example, how
305<code>glDrawBuffer</code> interacts with <code>EGL_RENDER_BUFFER</code>.  Right
306now, it is desired that the draw buffer in a client API be fixed for pixmap and
307pbuffer surfaces.  Therefore, the driver is responsible to guarantee that the
308client API renders to the specified render buffer for pixmap and pbuffer
309surfaces.</p>
310
311<h3><code>EGLDisplay</code> Mutex</h3>
312
313The <code>EGLDisplay</code> will be locked before calling any of the dispatch
314functions (well, except for GetProcAddress which does not take an
315<code>EGLDisplay</code>).  This guarantees that the same dispatch function will
316not be called with the sample display at the same time.  If a driver has access
317to an <code>EGLDisplay</code> without going through the EGL APIs, the driver
318should as well lock the display before using it.
319
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