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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.  This variable is ignored for setuid/setgid
135binaries.</p>
136
137</li>
138
139<li><code>EGL_DRIVER</code>
140
141<p>This variable specifies a full path to an EGL driver and it forces the
142specified EGL driver to be loaded.  It comes in handy when one wants to test a
143specific driver.  This variable is ignored for setuid/setgid binaries.</p>
144
145</li>
146
147<li><code>EGL_DISPLAY</code>
148
149<p>When <code>EGL_DRIVER</code> is not set, the main library loads <em>all</em>
150EGL drivers that support a certain window system.  <code>EGL_DISPLAY</code> can
151be used to specify the window system and the valid values are, for example,
152<code>x11</code> or <code>kms</code>.  When the variable is not set, the main
153library defaults the value to the first window system listed in
154<code>--with-egl-displays</code> at configuration time.
155
156</li>
157
158<li><code>EGL_LOG_LEVEL</code>
159
160<p>This changes the log level of the main library and the drivers.  The valid
161values are: <code>debug</code>, <code>info</code>, <code>warning</code>, and
162<code>fatal</code>.</p>
163
164</li>
165
166<li><code>EGL_SOFTWARE</code>
167
168<p>For drivers that support both hardware and software rendering, setting this
169variable to true forces the use of software rendering.</p>
170
171</li>
172</ul>
173
174<h2>EGL Drivers</h2>
175
176<p>There are two categories of EGL drivers: Gallium and classic.</p>
177
178<p>Gallium EGL drivers supports all rendering APIs specified in EGL 1.4.  The
179support for optional EGL functions and EGL extensions is usually more complete
180than the classic ones.  These drivers depend on the <code>egl</code> state
181tracker to build.  The available drivers are</p>
182
183<ul>
184<li><code>egl_&lt;dpy&gt;_i915</code></li>
185<li><code>egl_&lt;dpy&gt;_i965</code></li>
186<li><code>egl_&lt;dpy&gt;_radeon</code></li>
187<li><code>egl_&lt;dpy&gt;_nouveau</code></li>
188<li><code>egl_&lt;dpy&gt;_swrast</code></li>
189<li><code>egl_&lt;dpy&gt;_vmwgfx</code></li>
190</ul>
191
192<p><code>&lt;dpy&gt;</code> is given by <code>--with-egl-displays</code> at
193configuration time.  There will be one EGL driver for each combination of the
194displays listed and the hardware drivers enabled.</p>
195
196<p>Classic EGL drivers, on the other hand, supports only OpenGL as its
197rendering API.  They can be found under <code>src/egl/drivers/</code>.  There
198are 3 of them</p>
199
200<ul>
201<li><code>egl_glx</code>
202
203<p>This driver provides a wrapper to GLX.  It uses exclusively GLX to implement
204the EGL API.  It supports both direct and indirect rendering when the GLX does.
205It is accelerated when the GLX is.  As such, it cannot provide functions that
206is not available in GLX or GLX extensions.</p>
207</li>
208
209<li><code>egl_xdri</code>
210
211<p>This driver supports the X Window System as its window system.  It functions
212as a DRI driver loader and can load DRI/DRI2/DRISW drivers.  Unlike
213<code>egl_glx</code>, it has no dependency on <code>libGL</code>.  It talks to
214the X server directly using DRI or DRI2 protocols.  It also talks minimal GLX
215protocol for things like available visuals or fbconfigs.  With direct access to
216the DRI drivers, it has the potential to support more EGL functions that are
217not possible with <code>egl_glx</code>.</p>
218
219</li>
220<li><code>egl_dri</code>
221
222<p>This driver lacks maintenance and does <em>not</em> build.  It is similiar
223to <code>egl_xdri</code> in that it functions as a DRI driver loader.  But
224unlike <code>egl_xdri</code>, it supports Linux framebuffer devices as its
225window system and supports EGL_MESA_screen_surface extension.  It loads only
226DRI1 drivers.  As DRI1 drivers is phasing out, it might be better to rewrite
227the driver to support KMS and DRI2.</p>
228
229</li>
230</ul>
231
232<p>To use the classic drivers, one must manually set <code>EGL_DRIVER</code> at
233runtime.</p>
234
235<h2>Developers</h2>
236
237<p>The sources of the main library and the classic drivers can be found at
238<code>src/egl/</code>.  The sources of the <code>egl</code> state tracker can
239be found at <code>src/gallium/state_trackers/egl/</code>.</p>
240
241<p>The suggested way to learn to write a EGL driver is to see how other drivers
242are written.  <code>egl_glx</code> should be a good reference.  It works in any
243environment that has GLX support, and it is simpler than most drivers.</p>
244
245<h3>Lifetime of Display Resources</h3>
246
247<p>Contexts and surfaces are examples of display resources.  They might live
248longer than the display that creates them.</p>
249
250<p>In EGL, when a display is terminated through <code>eglTerminate</code>, all
251display resources should be destroyed.  Similarly, when a thread is released
252throught <code>eglReleaseThread</code>, all current display resources should be
253released.  Another way to destory or release resources is through functions
254such as <code>eglDestroySurface</code> or <code>eglMakeCurrent</code>.</p>
255
256<p>When a resource that is current to some thread is destroyed, the resource
257should not be destroyed immediately.  EGL requires the resource to live until
258it is no longer current.  A driver usually calls
259<code>eglIs&lt;Resource&gt;Bound</code> to check if a resource is bound
260(current) to any thread in the destroy callbacks.  If it is still bound, the
261resource is not destroyed.</p>
262
263<p>The main library will mark destroyed current resources as unlinked.  In a
264driver's <code>MakeCurrent</code> callback,
265<code>eglIs&lt;Resource&gt;Linked</code> can then be called to check if a newly
266released resource is linked to a display.  If it is not, the last reference to
267the resource is removed and the driver should destroy the resource.  But it
268should be careful here because <code>MakeCurrent</code> might be called with an
269uninitialized display.</p>
270
271<p>This is the only mechanism provided by the main library to help manage the
272resources.  The drivers are responsible to the correct behavior as defined by
273EGL.</p>
274
275<h3>TODOs</h3>
276
277<ul>
278<li>Thread safety</li>
279<li>Pass the conformance tests</li>
280<li>Better automatic driver selection: <code>EGL_DISPLAY</code> loads all
281drivers and might eat too much memory.</li>
282<li>Stop using <code>glxinit.c</code> and sources from <code>src/glx/x11/</code></li>
283
284</ul>
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