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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 enable
32the Gallium driver for your hardware.  For example</p>
33
34<pre>
35  $ /configure --enable-gles-overlay --enable-openvg --enable-gallium-intel
36</pre>
37
38<p>The main library and OpenGL is enabled by default.  The first option enables
39<a href="opengles.html">OpenGL ES 1.x and 2.x</a>.  The second option enables
40<a href="openvg.html">OpenVG</a>.
41</p>
42
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>libGL</code>, <code>libGLESv1_CM</code>, <code>libGLESv2</code>,
50<code>libOpenVG</code>, and one 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-platforms</code>
73
74<p>List the platforms (window systems) to support.  Its argument is a comma
75seprated string such as <code>--with-egl-platforms=x11,drm</code>.  It decides
76the platforms a driver may support.  The first listed platform is also used by
77the main library to decide the native platform: the platform the EGL native
78types such as <code>EGLNativeDisplayType</code> or
79<code>EGLNativeWindowType</code> defined for.</p>
80
81<p>The available platforms are <code>x11</code>, <code>drm</code>,
82<code>fbdev</code>, and <code>gdi</code>.  The <code>gdi</code> platform can
83only be built with SCons.</p>
84
85</li>
86
87<li><code>--enable-gles-overlay</code>
88
89<p>OpenGL is built by default.  To build OpenGL ES, this option must be
90explicitly given.</p>
91
92</li>
93
94<li><code>--enable-gles1</code> and <code>--enable-gles2</code>
95
96<p>Unlike <code>--enable-gles-overlay</code>, which builds one library for each
97rendering API, these options enable OpenGL ES support in OpenGL.  The result is
98one big library that supports multiple APIs.</p>
99
100</li>
101
102<li><code>--enable-openvg</code>
103
104<p>OpenVG must be explicitly enabled by this option.</p>
105
106</li>
107
108</ul>
109
110<h2>Use EGL</h2>
111
112<h3>Demos</h3>
113
114<p>There are demos for the client APIs supported by EGL.  They can be found in
115mesa/demos repository.</p>
116
117<h3>Environment Variables</h3>
118
119<p>There are several environment variables that control the behavior of EGL at
120runtime</p>
121
122<ul>
123<li><code>EGL_DRIVERS_PATH</code>
124
125<p>By default, the main library will look for drivers in the directory where
126the drivers are installed to.  This variable specifies a list of
127colon-separated directories where the main library will look for drivers, in
128addition to the default directory.  This variable is ignored for setuid/setgid
129binaries.</p>
130
131</li>
132
133<li><code>EGL_DRIVER</code>
134
135<p>This variable specifies a full path to an EGL driver and it forces the
136specified EGL driver to be loaded.  It comes in handy when one wants to test a
137specific driver.  This variable is ignored for setuid/setgid binaries.</p>
138
139<p><code>egl_gallium</code> dynamically loads hardware drivers and client API
140modules found in <code>EGL_DRIVERS_PATH</code>.  Thus, specifying this variable
141alone is not sufficient for <code>egl_gallium</code> for an uninstalled
142build.</p>
143
144</li>
145
146<li><code>EGL_PLATFORM</code>
147
148<p>This variable specifies the native platform.  The valid values are the same
149as those for <code>--with-egl-platforms</code>.  When the variable is not set,
150the main library uses the first platform listed in
151<code>--with-egl-platforms</code> as the native platform</p>
152
153</li>
154
155<li><code>EGL_LOG_LEVEL</code>
156
157<p>This changes the log level of the main library and the drivers.  The valid
158values are: <code>debug</code>, <code>info</code>, <code>warning</code>, and
159<code>fatal</code>.</p>
160
161</li>
162
163<li><code>EGL_SOFTWARE</code>
164
165<p>For drivers that support both hardware and software rendering, setting this
166variable to true forces the use of software rendering.</p>
167
168</li>
169</ul>
170
171<h2>EGL Drivers</h2>
172
173<ul>
174<li><code>egl_gallium</code>
175
176<p>This driver is based on Gallium3D.  It supports all rendering APIs and
177hardwares supported by Gallium3D.  It is the only driver that supports OpenVG.
178The supported platforms are X11, DRM, FBDEV, and GDI.</p>
179
180</li>
181
182<li><code>egl_glx</code>
183
184<p>This driver provides a wrapper to GLX.  It uses exclusively GLX to implement
185the EGL API.  It supports both direct and indirect rendering when the GLX does.
186It is accelerated when the GLX is.  As such, it cannot provide functions that
187is not available in GLX or GLX extensions.</p>
188</li>
189
190<li><code>egl_dri2</code>
191
192<p>This driver supports the X Window System as its window system.  It functions
193as a DRI2 driver loader.  Unlike <code>egl_glx</code>, it has no dependency on
194<code>libGL</code>.  It talks to the X server directly using (XCB-)DRI2
195protocol.</p>
196
197</li>
198</ul>
199
200<h2>Developers</h2>
201
202<p>The sources of the main library and the classic drivers can be found at
203<code>src/egl/</code>.  The sources of the <code>egl</code> state tracker can
204be found at <code>src/gallium/state_trackers/egl/</code>.</p>
205
206<p>The suggested way to learn to write a EGL driver is to see how other drivers
207are written.  <code>egl_glx</code> should be a good reference.  It works in any
208environment that has GLX support, and it is simpler than most drivers.</p>
209
210<h3>Lifetime of Display Resources</h3>
211
212<p>Contexts and surfaces are examples of display resources.  They might live
213longer than the display that creates them.</p>
214
215<p>In EGL, when a display is terminated through <code>eglTerminate</code>, all
216display resources should be destroyed.  Similarly, when a thread is released
217throught <code>eglReleaseThread</code>, all current display resources should be
218released.  Another way to destory or release resources is through functions
219such as <code>eglDestroySurface</code> or <code>eglMakeCurrent</code>.</p>
220
221<p>When a resource that is current to some thread is destroyed, the resource
222should not be destroyed immediately.  EGL requires the resource to live until
223it is no longer current.  A driver usually calls
224<code>eglIs&lt;Resource&gt;Bound</code> to check if a resource is bound
225(current) to any thread in the destroy callbacks.  If it is still bound, the
226resource is not destroyed.</p>
227
228<p>The main library will mark destroyed current resources as unlinked.  In a
229driver's <code>MakeCurrent</code> callback,
230<code>eglIs&lt;Resource&gt;Linked</code> can then be called to check if a newly
231released resource is linked to a display.  If it is not, the last reference to
232the resource is removed and the driver should destroy the resource.  But it
233should be careful here because <code>MakeCurrent</code> might be called with an
234uninitialized display.</p>
235
236<p>This is the only mechanism provided by the main library to help manage the
237resources.  The drivers are responsible to the correct behavior as defined by
238EGL.</p>
239
240<h3><code>EGL_RENDER_BUFFER</code></h3>
241
242<p>In EGL, the color buffer a context should try to render to is decided by the
243binding surface.  It should try to render to the front buffer if the binding
244surface has <code>EGL_RENDER_BUFFER</code> set to
245<code>EGL_SINGLE_BUFFER</code>;  If the same context is later bound to a
246surface with <code>EGL_RENDER_BUFFER</code> set to
247<code>EGL_BACK_BUFFER</code>, the context should try to render to the back
248buffer.  However, the context is allowed to make the final decision as to which
249color buffer it wants to or is able to render to.</p>
250
251<p>For pbuffer surfaces, the render buffer is always
252<code>EGL_BACK_BUFFER</code>.  And for pixmap surfaces, the render buffer is
253always <code>EGL_SINGLE_BUFFER</code>.  Unlike window surfaces, EGL spec
254requires their <code>EGL_RENDER_BUFFER</code> values to be honored.  As a
255result, a driver should never set <code>EGL_PIXMAP_BIT</code> or
256<code>EGL_PBUFFER_BIT</code> bits of a config if the contexts created with the
257config won't be able to honor the <code>EGL_RENDER_BUFFER</code> of pixmap or
258pbuffer surfaces.</p>
259
260<p>It should also be noted that pixmap and pbuffer surfaces are assumed to be
261single-buffered, in that <code>eglSwapBuffers</code> has no effect on them.  It
262is desirable that a driver allocates a private color buffer for each pbuffer
263surface created.  If the window system the driver supports has native pbuffers,
264or if the native pixmaps have more than one color buffers, the driver should
265carefully attach the native color buffers to the EGL surfaces, re-route them if
266required.</p>
267
268<p>There is no defined behavior as to, for example, how
269<code>glDrawBuffer</code> interacts with <code>EGL_RENDER_BUFFER</code>.  Right
270now, it is desired that the draw buffer in a client API be fixed for pixmap and
271pbuffer surfaces.  Therefore, the driver is responsible to guarantee that the
272client API renders to the specified render buffer for pixmap and pbuffer
273surfaces.</p>
274
275<h3><code>EGLDisplay</code> Mutex</h3>
276
277The <code>EGLDisplay</code> will be locked before calling any of the dispatch
278functions (well, except for GetProcAddress which does not take an
279<code>EGLDisplay</code>).  This guarantees that the same dispatch function will
280not be called with the sample display at the same time.  If a driver has access
281to an <code>EGLDisplay</code> without going through the EGL APIs, the driver
282should as well lock the display before using it.
283
284<h3>TODOs</h3>
285
286<ul>
287<li>Pass the conformance tests</li>
288<li>Mixed use of OpenGL, OpenGL ES 1.1, and OpenGL ES 2.0 is supported.  But
289which one of <code>libGL.so</code>, <code>libGLESv1_CM.so</code>, and
290<code>libGLESv2.so</code> should an application link to?  Bad things may happen
291when, say, an application is linked to <code>libGLESv2.so</code> and
292<code>libcairo</code>, which is linked to <code>libGL.so</code> instead.</li>
293
294</ul>
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