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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 --with-state-trackers=egl,vega --enable-gallium-{swrast,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-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, such as OpenVG, to build.  But it should be noted that a number
87of EGL drivers depend on the <code>egl</code> state tracker.  They will
88<em>not</em> be built without the <code>egl</code> state tracker.</p>
89
90</li>
91
92<li><code>--enable-gles-overlay</code>
93
94<p>OpenGL and OpenGL ES are not controlled by
95<code>--with-state-trackers</code>.  OpenGL is always built.  To build OpenGL
96ES, this option must be explicitly given.</p>
97
98</li>
99
100<li><code>--enable-gles1</code> and <code>--enable-gles2</code>
101
102<p>Unlike <code>--enable-gles-overlay</code>, which builds one library for each
103rendering API, these options enable OpenGL ES support in OpenGL.  The result is
104one big library that supports multiple APIs.  This is used by DRI drivers and
105<code>egl_dri2</code> EGL driver.
106
107</li>
108
109<li><code>--enable-gallium-swrast</code>
110
111<p>This option is not specific to EGL.  But if there is no driver for your
112hardware, or you are experiencing problems with the hardware driver, you can
113enable the swrast DRM driver.  It is a dummy driver and EGL will fallback to
114software rendering automatically.</p>
115
116</li>
117</ul>
118
119<h2>Use EGL</h2>
120
121<p>There are demos for the client APIs supported by EGL.  They can be found in
122<code>progs/egl/</code>, You can use them to test your build.  For example,</p>
123
124<pre>
125  $ cd progs/egl/eglut
126  $ make
127  $ cd /opengles1
128  $ make
129  $ /torus_x11
130</pre>
131
132<h3>Environment Variables</h3>
133
134<p>There are several environment variables that control the behavior of EGL at
135runtime</p>
136
137<ul>
138<li><code>EGL_DRIVERS_PATH</code>
139
140<p>By default, the main library will look for drivers in the directory where
141the drivers are installed to.  This variable specifies a list of
142colon-separated directories where the main library will look for drivers, in
143addition to the default directory.  This variable is ignored for setuid/setgid
144binaries.</p>
145
146</li>
147
148<li><code>EGL_DRIVER</code>
149
150<p>This variable specifies a full path to an EGL driver and it forces the
151specified EGL driver to be loaded.  It comes in handy when one wants to test a
152specific driver.  This variable is ignored for setuid/setgid binaries.</p>
153
154</li>
155
156<li><code>EGL_DISPLAY</code>
157
158<p>When <code>EGL_DRIVER</code> is not set, the main library loads <em>all</em>
159EGL drivers that support a certain window system.  <code>EGL_DISPLAY</code> can
160be used to specify the window system and the valid values are, for example,
161<code>x11</code> or <code>kms</code>.  When the variable is not set, the main
162library defaults the value to the first window system listed in
163<code>--with-egl-displays</code> at configuration time.
164
165</li>
166
167<li><code>EGL_LOG_LEVEL</code>
168
169<p>This changes the log level of the main library and the drivers.  The valid
170values are: <code>debug</code>, <code>info</code>, <code>warning</code>, and
171<code>fatal</code>.</p>
172
173</li>
174
175<li><code>EGL_SOFTWARE</code>
176
177<p>For drivers that support both hardware and software rendering, setting this
178variable to true forces the use of software rendering.</p>
179
180</li>
181</ul>
182
183<h2>EGL Drivers</h2>
184
185<p>There are two categories of EGL drivers: Gallium and classic.</p>
186
187<p>Gallium EGL drivers supports all rendering APIs specified in EGL 1.4.  The
188support for optional EGL functions and EGL extensions is usually more complete
189than the classic ones.  These drivers depend on the <code>egl</code> state
190tracker to build.  The available drivers are</p>
191
192<ul>
193<li><code>egl_&lt;dpy&gt;_i915</code></li>
194<li><code>egl_&lt;dpy&gt;_i965</code></li>
195<li><code>egl_&lt;dpy&gt;_radeon</code></li>
196<li><code>egl_&lt;dpy&gt;_nouveau</code></li>
197<li><code>egl_&lt;dpy&gt;_swrast</code></li>
198<li><code>egl_&lt;dpy&gt;_vmwgfx</code></li>
199</ul>
200
201<p><code>&lt;dpy&gt;</code> is given by <code>--with-egl-displays</code> at
202configuration time.  There will be one EGL driver for each combination of the
203displays listed and the hardware drivers enabled.</p>
204
205<p>Classic EGL drivers, on the other hand, supports only OpenGL as its
206rendering API.  They can be found under <code>src/egl/drivers/</code>.  There
207are 3 of them</p>
208
209<ul>
210<li><code>egl_glx</code>
211
212<p>This driver provides a wrapper to GLX.  It uses exclusively GLX to implement
213the EGL API.  It supports both direct and indirect rendering when the GLX does.
214It is accelerated when the GLX is.  As such, it cannot provide functions that
215is not available in GLX or GLX extensions.</p>
216</li>
217
218<li><code>egl_dri2</code>
219
220<p>This driver supports the X Window System as its window system.  It functions
221as a DRI2 driver loader.  Unlike <code>egl_glx</code>, it has no dependency on
222<code>libGL</code>.  It talks to the X server directly using DRI2 protocol.</p>
223
224</li>
225<li><code>egl_dri</code>
226
227<p>This driver lacks maintenance and does <em>not</em> build.  It is similiar
228to <code>egl_dri2</code> in that it functions as a DRI(1) driver loader.  But
229unlike <code>egl_dri2</code>, it supports Linux framebuffer devices as its
230window system and supports EGL_MESA_screen_surface extension.  As DRI1 drivers
231are phasing out, it might eventually be replaced by <code>egl_dri2</code>.</p>
232
233</li>
234</ul>
235
236<p>To use the classic drivers, one must manually set <code>EGL_DRIVER</code> at
237runtime.</p>
238
239<h2>Developers</h2>
240
241<p>The sources of the main library and the classic drivers can be found at
242<code>src/egl/</code>.  The sources of the <code>egl</code> state tracker can
243be found at <code>src/gallium/state_trackers/egl/</code>.</p>
244
245<p>The suggested way to learn to write a EGL driver is to see how other drivers
246are written.  <code>egl_glx</code> should be a good reference.  It works in any
247environment that has GLX support, and it is simpler than most drivers.</p>
248
249<h3>Lifetime of Display Resources</h3>
250
251<p>Contexts and surfaces are examples of display resources.  They might live
252longer than the display that creates them.</p>
253
254<p>In EGL, when a display is terminated through <code>eglTerminate</code>, all
255display resources should be destroyed.  Similarly, when a thread is released
256throught <code>eglReleaseThread</code>, all current display resources should be
257released.  Another way to destory or release resources is through functions
258such as <code>eglDestroySurface</code> or <code>eglMakeCurrent</code>.</p>
259
260<p>When a resource that is current to some thread is destroyed, the resource
261should not be destroyed immediately.  EGL requires the resource to live until
262it is no longer current.  A driver usually calls
263<code>eglIs&lt;Resource&gt;Bound</code> to check if a resource is bound
264(current) to any thread in the destroy callbacks.  If it is still bound, the
265resource is not destroyed.</p>
266
267<p>The main library will mark destroyed current resources as unlinked.  In a
268driver's <code>MakeCurrent</code> callback,
269<code>eglIs&lt;Resource&gt;Linked</code> can then be called to check if a newly
270released resource is linked to a display.  If it is not, the last reference to
271the resource is removed and the driver should destroy the resource.  But it
272should be careful here because <code>MakeCurrent</code> might be called with an
273uninitialized display.</p>
274
275<p>This is the only mechanism provided by the main library to help manage the
276resources.  The drivers are responsible to the correct behavior as defined by
277EGL.</p>
278
279<h3><code>EGL_RENDER_BUFFER</code></h3>
280
281<p>In EGL, the color buffer a context should try to render to is decided by the
282binding surface.  It should try to render to the front buffer if the binding
283surface has <code>EGL_RENDER_BUFFER</code> set to
284<code>EGL_SINGLE_BUFFER</code>;  If the same context is later bound to a
285surface with <code>EGL_RENDER_BUFFER</code> set to
286<code>EGL_BACK_BUFFER</code>, the context should try to render to the back
287buffer.  However, the context is allowed to make the final decision as to which
288color buffer it wants to or is able to render to.</p>
289
290<p>For pbuffer surfaces, the render buffer is always
291<code>EGL_BACK_BUFFER</code>.  And for pixmap surfaces, the render buffer is
292always <code>EGL_SINGLE_BUFFER</code>.  Unlike window surfaces, EGL spec
293requires their <code>EGL_RENDER_BUFFER</code> values to be honored.  As a
294result, a driver should never set <code>EGL_PIXMAP_BIT</code> or
295<code>EGL_PBUFFER_BIT</code> bits of a config if the contexts created with the
296config won't be able to honor the <code>EGL_RENDER_BUFFER</code> of pixmap or
297pbuffer surfaces.</p>
298
299<p>It should also be noted that pixmap and pbuffer surfaces are assumed to be
300single-buffered, in that <code>eglSwapBuffers</code> has no effect on them.  It
301is desirable that a driver allocates a private color buffer for each pbuffer
302surface created.  If the window system the driver supports has native pbuffers,
303or if the native pixmaps have more than one color buffers, the driver should
304carefully attach the native color buffers to the EGL surfaces, re-route them if
305required.</p>
306
307<p>There is no defined behavior as to, for example, how
308<code>glDrawBuffer</code> interacts with <code>EGL_RENDER_BUFFER</code>.  Right
309now, it is desired that the draw buffer in a client API be fixed for pixmap and
310pbuffer surfaces.  Therefore, the driver is responsible to guarantee that the
311client API renders to the specified render buffer for pixmap and pbuffer
312surfaces.</p>
313
314<h3><code>EGLDisplay</code> Mutex</h3>
315
316The <code>EGLDisplay</code> will be locked before calling any of the dispatch
317functions (well, except for GetProcAddress which does not take an
318<code>EGLDisplay</code>).  This guarantees that the same dispatch function will
319not be called with the sample display at the same time.  If a driver has access
320to an <code>EGLDisplay</code> without going through the EGL APIs, the driver
321should as well lock the display before using it.
322
323<h3>TODOs</h3>
324
325<ul>
326<li>Pass the conformance tests</li>
327<li>Better automatic driver selection: <code>EGL_DISPLAY</code> loads all
328drivers and might eat too much memory.</li>
329
330</ul>
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