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9<h1>Mesa EGL</h1>
10
11<p>The current version of EGL in Mesa implements EGL 1.4.  More information
12about EGL can be found at
13<a href="http://www.khronos.org/egl/" target="_parent">
14http://www.khronos.org/egl/</a>.</p>
15
16<p>The Mesa's implementation of EGL uses a driver architecture.  The main
17library (<code>libEGL</code>) is window system neutral.  It provides the EGL
18API entry points and helper functions for use by the drivers.  Drivers are
19dynamically loaded by the main library and most of the EGL API calls are
20directly dispatched to the drivers.</p>
21
22<p>The driver in use decides the window system to support.  For drivers that
23support hardware rendering, there are usually multiple drivers supporting the
24same window system.  Each one of of them supports a certain range of graphics
25cards.</p>
26
27<h2>Build EGL</h2>
28
29<ol>
30<li>
31<p>Run <code>configure</code> with the desired state trackers and and enable
32the Gallium driver for your hardware.  For example</p>
33
34<pre>
35  $ /configure --with-state-trackers=egl,es,vega --enable-gallium-{swrast,intel}
36</pre>
37
38<p>The main library will be enabled by default.  The <code>egl</code> state
39tracker is needed by a number of EGL drivers.  EGL drivers will be covered
40later.  The <a href="opengles.html">es state tracker</a> provides OpenGL ES 1.x
41and 2.x and the <a href="openvg.html">vega state tracker</a> provides OpenVG
421.x.</p>
43</li>
44
45<li>Build and install Mesa as usual.</li>
46</ol>
47
48<p>In the given example, it will build and install <code>libEGL</code>,
49<code>libGLESv1_CM</code>, <code>libGLESv2</code>, <code>libOpenVG</code>, and
50one or more EGL drivers.</p>
51
52<h3>Configure Options</h3>
53
54<p>There are several options that control the build of EGL at configuration
55time</p>
56
57<ul>
58<li><code>--enable-egl</code>
59
60<p>By default, EGL is enabled.  When disabled, the main library and the drivers
61will not be built.</p>
62
63</li>
64
65<li><code>--with-egl-driver-dir</code>
66
67<p>The directory EGL drivers should be installed to.  If not specified, EGL
68drivers will be installed to <code>${libdir}/egl</code>.</p>
69
70</li>
71
72<li><code>--with-egl-displays</code>
73
74<p>List the window system(s) to support.  It is by default <code>x11</code>,
75which supports the X Window System.  Its argument is a comma separated string
76like, for example, <code>--with-egl-displays=x11,kms</code>.  Because an EGL
77driver decides which window system to support, this example will enable two
78(sets of) EGL drivers.  One supports the X window system and the other supports
79bare KMS (kernel modesetting).</p>
80
81</li>
82
83<li><code>--with-state-trackers</code>
84
85<p>The argument is a comma separated string.  It is usually used to specify the
86rendering APIs, like OpenGL ES or OpenVG, to build.  But it should be noted
87that a number of EGL drivers depend on the <code>egl</code> state tracker.
88They will <em>not</em> be built without the <code>egl</code> state tracker.</p>
89
90</li>
91
92<li><code>--enable-gallium-swrast</code>
93
94<p>This option is not specific to EGL.  But if there is no driver for your
95hardware, or you are experiencing problems with the hardware driver, you can
96enable the swrast DRM driver.  It is a dummy driver and EGL will fallback to
97software rendering automatically.</p>
98
99</li>
100</ul>
101
102<h3>OpenGL</h3>
103
104<p>The OpenGL state tracker is not built in the above example.  It should be
105noted that the classic <code>libGL</code> is not a state tracker and cannot be
106used with EGL (unless the EGL driver in use is <code>egl_glx</code>).  To build
107the OpenGL state tracker, one may append <code>glx</code> to
108<code>--with-state-trackers</code> and manually build
109<code>src/gallium/winsys/xlib/</code>.</p>
110
111<h2>Use EGL</h2>
112
113<p> The demos for OpenGL ES and OpenVG can be found in <code>progs/es1/</code>,
114<code>progs/es2/</code> and <code>progs/openvg/</code>.  You can use them to
115test your build.  For example,</p>
116
117<pre>
118  $ cd progs/es1/xegl
119  $ make
120  $ /torus
121</pre>
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.</p>
135
136</li>
137
138<li><code>EGL_DRIVER</code>
139
140<p>This variable specifies a full path to an EGL driver and it forces the
141specified EGL driver to be loaded.  It comes in handy when one wants to test a
142specific driver.</p>
143
144</li>
145
146<li><code>EGL_DISPLAY</code>
147
148<p>When <code>EGL_DRIVER</code> is not set, the main library loads <em>all</em>
149EGL drivers that support a certain window system.  <code>EGL_DISPLAY</code> can
150be used to specify the window system and the valid values are, for example,
151<code>x11</code> or <code>kms</code>.  When the variable is not set, the main
152library defaults the value to the first window system listed in
153<code>--with-egl-displays</code> at configuration time.
154
155</li>
156
157<li><code>EGL_LOG_LEVEL</code>
158
159<p>This changes the log level of the main library and the drivers.  The valid
160values are: <code>debug</code>, <code>info</code>, <code>warning</code>, and
161<code>fatal</code>.</p>
162
163</li>
164
165<li><code>EGL_SOFTWARE</code>
166
167<p>For drivers that support both hardware and software rendering, setting this
168variable to true forces the use of software rendering.</p>
169
170</li>
171</ul>
172
173<h2>EGL Drivers</h2>
174
175<p>There are two categories of EGL drivers: Gallium and classic.</p>
176
177<p>Gallium EGL drivers supports all rendering APIs specified in EGL 1.4.  The
178support for optional EGL functions and EGL extensions is usually more complete
179than the classic ones.  These drivers depend on the <code>egl</code> state
180tracker to build.  The available drivers are</p>
181
182<ul>
183<li><code>egl_&lt;dpy&gt;_i915</code></li>
184<li><code>egl_&lt;dpy&gt;_i965</code></li>
185<li><code>egl_&lt;dpy&gt;_radeon</code></li>
186<li><code>egl_&lt;dpy&gt;_nouveau</code></li>
187<li><code>egl_&lt;dpy&gt;_swrast</code></li>
188<li><code>egl_&lt;dpy&gt;_vmwgfx</code></li>
189</ul>
190
191<p><code>&lt;dpy&gt;</code> is given by <code>--with-egl-displays</code> at
192configuration time.  There will be one EGL driver for each combination of the
193displays listed and the hardware drivers enabled.</p>
194
195<p>Classic EGL drivers, on the other hand, supports only OpenGL as its
196rendering API.  They can be found under <code>src/egl/drivers/</code>.  There
197are 3 of them</p>
198
199<ul>
200<li><code>egl_glx</code>
201
202<p>This driver provides a wrapper to GLX.  It uses exclusively GLX to implement
203the EGL API.  It supports both direct and indirect rendering when the GLX does.
204It is accelerated when the GLX is.  As such, it cannot provide functions that
205is not available in GLX or GLX extensions.</p>
206</li>
207
208<li><code>egl_xdri</code>
209
210<p>This driver supports the X Window System as its window system.  It functions
211as a DRI driver loader and can load DRI/DRI2/DRISW drivers.  Unlike
212<code>egl_glx</code>, it has no dependency on <code>libGL</code>.  It talks to
213the X server directly using DRI or DRI2 protocols.  It also talks minimal GLX
214protocol for things like available visuals or fbconfigs.  With direct access to
215the DRI drivers, it has the potential to support more EGL functions that are
216not possible with <code>egl_glx</code>.</p>
217
218</li>
219<li><code>egl_dri</code>
220
221<p>This driver lacks maintenance and does <em>not</em> build.  It is similiar
222to <code>egl_xdri</code> in that it functions as a DRI driver loader.  But
223unlike <code>egl_xdri</code>, it supports Linux framebuffer devices as its
224window system and supports EGL_MESA_screen_surface extension.  It loads only
225DRI1 drivers.  As DRI1 drivers is phasing out, it might be better to rewrite
226the driver to support KMS and DRI2.</p>
227
228</li>
229</ul>
230
231<p>To use the classic drivers, one must manually set <code>EGL_DRIVER</code> at
232runtime.</p>
233
234<h2>Developers</h2>
235
236<p>The sources of the main library and the classic drivers can be found at
237<code>src/egl/</code>.  The sources of the <code>egl</code> state tracker can
238be found at <code>src/gallium/state_trackers/egl/</code>.</p>
239
240<p>The suggested way to learn to write a EGL driver is to see how other drivers
241are written.  <code>egl_glx</code> should be a good reference.  It works in any
242environment that has GLX support, and it is simpler than most drivers.</p>
243
244<h3>Lifetime of Display Resources</h3>
245
246<p>Contexts and surfaces are examples of display resources.  They might live
247longer than the display that creates them.</p>
248
249<p>In EGL, when a display is terminated through <code>eglTerminate</code>, all
250display resources should be destroyed.  Similarly, when a thread is released
251throught <code>eglReleaseThread</code>, all current display resources should be
252released.  Another way to destory or release resources is through functions
253such as <code>eglDestroySurface</code> or <code>eglMakeCurrent</code>.</p>
254
255<p>When a resource that is current to some thread is destroyed, the resource
256should not be destroyed immediately.  EGL requires the resource to live until
257it is no longer current.  A driver usually calls
258<code>eglIs&lt;Resource&gt;Bound</code> to check if a resource is bound
259(current) to any thread in the destroy callbacks.  If it is still bound, the
260resource is not destroyed.</p>
261
262<p>The main library will mark destroyed current resources as unlinked.  In a
263driver's <code>MakeCurrent</code> callback,
264<code>eglIs&lt;Resource&gt;Linked</code> can then be called to check if a newly
265released resource is linked to a display.  If it is not, the last reference to
266the resource is removed and the driver should destroy the resource.  But it
267should be careful here because <code>MakeCurrent</code> might be called with an
268uninitialized display.</p>
269
270<p>This is the only mechanism provided by the main library to help manage the
271resources.  The drivers are responsible to the correct behavior as defined by
272EGL.</p>
273
274<h3>TODOs</h3>
275
276<ul>
277<li>Thread safety</li>
278<li>Pass the conformance tests</li>
279<li>Better automatic driver selection: <code>EGL_DISPLAY</code> loads all
280drivers and might eat too much memory.</li>
281<li>Stop using <code>glxinit.c</code> and sources from <code>src/glx/x11/</code></li>
282
283</ul>
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