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1<html> 2 3<title>Mesa EGL</title> 4 5<head><link rel="stylesheet" type="text/css" href="mesa.css"></head> 6 7<body> 8 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 --with-state-trackers=egl,vega --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 <code>egl</code> state 40tracker is needed by a number of EGL drivers. EGL drivers will be covered 41later. 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>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>--with-state-trackers</code> 88 89<p>The argument is a comma separated string. It is usually used to specify the 90rendering APIs, such as OpenVG, to build. But it is also used to specify 91<code>egl</code> state tracker that <code>egl_gallium</code> depends on.</p> 92 93</li> 94 95<li><code>--enable-gles-overlay</code> 96 97<p>OpenGL and OpenGL ES are not controlled by 98<code>--with-state-trackers</code>. OpenGL is always built. To build OpenGL 99ES, this option must be explicitly given.</p> 100 101</li> 102 103<li><code>--enable-gles1</code> and <code>--enable-gles2</code> 104 105<p>Unlike <code>--enable-gles-overlay</code>, which builds one library for each 106rendering API, these options enable OpenGL ES support in OpenGL. The result is 107one big library that supports multiple APIs.</p> 108 109</li> 110 111</ul> 112 113<h2>Use EGL</h2> 114 115<h3>Demos</h3> 116 117<p>There are demos for the client APIs supported by EGL. They can be found in 118mesa/demos repository.</p> 119 120<h3>Environment Variables</h3> 121 122<p>There are several environment variables that control the behavior of EGL at 123runtime</p> 124 125<ul> 126<li><code>EGL_DRIVERS_PATH</code> 127 128<p>By default, the main library will look for drivers in the directory where 129the drivers are installed to. This variable specifies a list of 130colon-separated directories where the main library will look for drivers, in 131addition to the default directory. This variable is ignored for setuid/setgid 132binaries.</p> 133 134</li> 135 136<li><code>EGL_DRIVER</code> 137 138<p>This variable specifies a full path to an EGL driver and it forces the 139specified EGL driver to be loaded. It comes in handy when one wants to test a 140specific driver. This variable is ignored for setuid/setgid binaries.</p> 141 142<p><code>egl_gallium</code> dynamically loads hardware drivers and client API 143modules found in <code>EGL_DRIVERS_PATH</code>. Thus, specifying this variable 144alone is not sufficient for <code>egl_gallium</code> for uninstalled build.</p> 145 146</li> 147 148<li><code>EGL_PLATFORM</code> 149 150<p>This variable specifies the native platform. The valid values are the same 151as those for <code>--with-egl-platforms</code>. When the variable is not set, 152the main library uses the first platform listed in 153<code>--with-egl-platforms</code> as the native platform</p> 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<ul> 176<li><code>egl_gallium</code> 177 178<p>This driver is based on Gallium3D. It supports all rendering APIs and 179hardwares supported by Gallium3D. It is the only driver that supports OpenVG. 180The supported platforms are X11, KMS, FBDEV, and GDI.</p> 181 182</li> 183 184<li><code>egl_glx</code> 185 186<p>This driver provides a wrapper to GLX. It uses exclusively GLX to implement 187the EGL API. It supports both direct and indirect rendering when the GLX does. 188It is accelerated when the GLX is. As such, it cannot provide functions that 189is not available in GLX or GLX extensions.</p> 190</li> 191 192<li><code>egl_dri2</code> 193 194<p>This driver supports the X Window System as its window system. It functions 195as a DRI2 driver loader. Unlike <code>egl_glx</code>, it has no dependency on 196<code>libGL</code>. It talks to the X server directly using DRI2 protocol.</p> 197 198</li> 199<li><code>egl_dri</code> 200 201<p>This driver lacks maintenance and does <em>not</em> build. It is similiar 202to <code>egl_dri2</code> in that it functions as a DRI(1) driver loader. But 203unlike <code>egl_dri2</code>, it supports Linux framebuffer devices as its 204window system and supports EGL_MESA_screen_surface extension. As DRI1 drivers 205are phasing out, it might eventually be replaced by <code>egl_dri2</code>.</p> 206 207</li> 208</ul> 209 210<h2>Developers</h2> 211 212<p>The sources of the main library and the classic drivers can be found at 213<code>src/egl/</code>. The sources of the <code>egl</code> state tracker can 214be found at <code>src/gallium/state_trackers/egl/</code>.</p> 215 216<p>The suggested way to learn to write a EGL driver is to see how other drivers 217are written. <code>egl_glx</code> should be a good reference. It works in any 218environment that has GLX support, and it is simpler than most drivers.</p> 219 220<h3>Lifetime of Display Resources</h3> 221 222<p>Contexts and surfaces are examples of display resources. They might live 223longer than the display that creates them.</p> 224 225<p>In EGL, when a display is terminated through <code>eglTerminate</code>, all 226display resources should be destroyed. Similarly, when a thread is released 227throught <code>eglReleaseThread</code>, all current display resources should be 228released. Another way to destory or release resources is through functions 229such as <code>eglDestroySurface</code> or <code>eglMakeCurrent</code>.</p> 230 231<p>When a resource that is current to some thread is destroyed, the resource 232should not be destroyed immediately. EGL requires the resource to live until 233it is no longer current. A driver usually calls 234<code>eglIs<Resource>Bound</code> to check if a resource is bound 235(current) to any thread in the destroy callbacks. If it is still bound, the 236resource is not destroyed.</p> 237 238<p>The main library will mark destroyed current resources as unlinked. In a 239driver's <code>MakeCurrent</code> callback, 240<code>eglIs<Resource>Linked</code> can then be called to check if a newly 241released resource is linked to a display. If it is not, the last reference to 242the resource is removed and the driver should destroy the resource. But it 243should be careful here because <code>MakeCurrent</code> might be called with an 244uninitialized display.</p> 245 246<p>This is the only mechanism provided by the main library to help manage the 247resources. The drivers are responsible to the correct behavior as defined by 248EGL.</p> 249 250<h3><code>EGL_RENDER_BUFFER</code></h3> 251 252<p>In EGL, the color buffer a context should try to render to is decided by the 253binding surface. It should try to render to the front buffer if the binding 254surface has <code>EGL_RENDER_BUFFER</code> set to 255<code>EGL_SINGLE_BUFFER</code>; If the same context is later bound to a 256surface with <code>EGL_RENDER_BUFFER</code> set to 257<code>EGL_BACK_BUFFER</code>, the context should try to render to the back 258buffer. However, the context is allowed to make the final decision as to which 259color buffer it wants to or is able to render to.</p> 260 261<p>For pbuffer surfaces, the render buffer is always 262<code>EGL_BACK_BUFFER</code>. And for pixmap surfaces, the render buffer is 263always <code>EGL_SINGLE_BUFFER</code>. Unlike window surfaces, EGL spec 264requires their <code>EGL_RENDER_BUFFER</code> values to be honored. As a 265result, a driver should never set <code>EGL_PIXMAP_BIT</code> or 266<code>EGL_PBUFFER_BIT</code> bits of a config if the contexts created with the 267config won't be able to honor the <code>EGL_RENDER_BUFFER</code> of pixmap or 268pbuffer surfaces.</p> 269 270<p>It should also be noted that pixmap and pbuffer surfaces are assumed to be 271single-buffered, in that <code>eglSwapBuffers</code> has no effect on them. It 272is desirable that a driver allocates a private color buffer for each pbuffer 273surface created. If the window system the driver supports has native pbuffers, 274or if the native pixmaps have more than one color buffers, the driver should 275carefully attach the native color buffers to the EGL surfaces, re-route them if 276required.</p> 277 278<p>There is no defined behavior as to, for example, how 279<code>glDrawBuffer</code> interacts with <code>EGL_RENDER_BUFFER</code>. Right 280now, it is desired that the draw buffer in a client API be fixed for pixmap and 281pbuffer surfaces. Therefore, the driver is responsible to guarantee that the 282client API renders to the specified render buffer for pixmap and pbuffer 283surfaces.</p> 284 285<h3><code>EGLDisplay</code> Mutex</h3> 286 287The <code>EGLDisplay</code> will be locked before calling any of the dispatch 288functions (well, except for GetProcAddress which does not take an 289<code>EGLDisplay</code>). This guarantees that the same dispatch function will 290not be called with the sample display at the same time. If a driver has access 291to an <code>EGLDisplay</code> without going through the EGL APIs, the driver 292should as well lock the display before using it. 293 294<h3>TODOs</h3> 295 296<ul> 297<li>Pass the conformance tests</li> 298<li>Reference counting in main library?</li> 299<li>Mixed use of OpenGL, OpenGL ES 1.1, and OpenGL ES 2.0 is supported. But 300which one of <code>libGL.so</code>, <code>libGLESv1_CM.so</code>, and 301<code>libGLESv2.so</code> should an application link to? Bad things may happen 302when, say, an application is linked to <code>libGLESv2.so</code> and 303<code>libcairo</code>, which is linked to <code>libGL.so</code> instead.</li> 304 305</ul> 306 307</body> 308</html> 309