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3 <title>Mesa EGL</title>
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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
12 about EGL can be found at
13 <a href="http://www.khronos.org/egl/" target="_parent">
14 http://www.khronos.org/egl/</a>.</p>
15
16 <p>The Mesa's implementation of EGL uses a driver architecture. The main
17 library (<code>libEGL</code>) is window system neutral. It provides the EGL
18 API entry points and helper functions for use by the drivers. Drivers are
19 dynamically loaded by the main library and most of the EGL API calls are
20 directly dispatched to the drivers.</p>
21
22 <p>The driver in use decides the window system to support. For drivers that
23 support hardware rendering, there are usually multiple drivers supporting the
24 same window system. Each one of of them supports a certain range of graphics
25 cards.</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
32 the 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
40 tracker is needed by a number of EGL drivers. EGL drivers will be covered
41 later. The <a href="openvg.html">vega state tracker</a> provides OpenVG
42 1.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
55 time</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
61 will 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
68 drivers 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
75 seprated string such as <code>--with-egl-platforms=x11,kms</code>. It decides
76 the platforms a driver may support. The first listed platform is also used by
77 the main library to decide the native platform: the platform the EGL native
78 types such as <code>EGLNativeDisplayType</code> or
79 <code>EGLNativeWindowType</code> defined for.</p>
80
81 <p>The available platforms are <code>x11</code>, <code>kms</code>,
82 <code>fbdev</code>, and <code>gdi</code>. The <code>gdi</code> platform can
83 only 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
90 rendering 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
99 ES, 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
106 rendering API, these options enable OpenGL ES support in OpenGL. The result is
107 one 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
118 mesa/demos repository.</p>
119
120 <h3>Environment Variables</h3>
121
122 <p>There are several environment variables that control the behavior of EGL at
123 runtime</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
129 the drivers are installed to. This variable specifies a list of
130 colon-separated directories where the main library will look for drivers, in
131 addition to the default directory. This variable is ignored for setuid/setgid
132 binaries.</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
139 specified EGL driver to be loaded. It comes in handy when one wants to test a
140 specific driver. This variable is ignored for setuid/setgid binaries.</p>
141
142 </li>
143
144 <li><code>EGL_PLATFORM</code>
145
146 <p>This variable specifies the native platform. The valid values are the same
147 as those for <code>--with-egl-platforms</code>. When the variable is not set,
148 the main library uses the first platform listed in
149 <code>--with-egl-platforms</code> as the native platform</p>
150
151 </li>
152
153 <li><code>EGL_LOG_LEVEL</code>
154
155 <p>This changes the log level of the main library and the drivers. The valid
156 values are: <code>debug</code>, <code>info</code>, <code>warning</code>, and
157 <code>fatal</code>.</p>
158
159 </li>
160
161 <li><code>EGL_SOFTWARE</code>
162
163 <p>For drivers that support both hardware and software rendering, setting this
164 variable to true forces the use of software rendering.</p>
165
166 </li>
167 </ul>
168
169 <h2>EGL Drivers</h2>
170
171 <ul>
172 <li><code>egl_gallium</code>
173
174 <p>This driver is based on Gallium3D. It supports all rendering APIs and
175 hardwares supported by Gallium3D. It is the only driver that supports OpenVG.
176 The supported platforms are X11, KMS, FBDEV, and GDI.</p>
177
178 </li>
179
180 <li><code>egl_glx</code>
181
182 <p>This driver provides a wrapper to GLX. It uses exclusively GLX to implement
183 the EGL API. It supports both direct and indirect rendering when the GLX does.
184 It is accelerated when the GLX is. As such, it cannot provide functions that
185 is not available in GLX or GLX extensions.</p>
186 </li>
187
188 <li><code>egl_dri2</code>
189
190 <p>This driver supports the X Window System as its window system. It functions
191 as a DRI2 driver loader. Unlike <code>egl_glx</code>, it has no dependency on
192 <code>libGL</code>. It talks to the X server directly using DRI2 protocol.</p>
193
194 </li>
195 <li><code>egl_dri</code>
196
197 <p>This driver lacks maintenance and does <em>not</em> build. It is similiar
198 to <code>egl_dri2</code> in that it functions as a DRI(1) driver loader. But
199 unlike <code>egl_dri2</code>, it supports Linux framebuffer devices as its
200 window system and supports EGL_MESA_screen_surface extension. As DRI1 drivers
201 are phasing out, it might eventually be replaced by <code>egl_dri2</code>.</p>
202
203 </li>
204 </ul>
205
206 <h2>Developers</h2>
207
208 <p>The sources of the main library and the classic drivers can be found at
209 <code>src/egl/</code>. The sources of the <code>egl</code> state tracker can
210 be found at <code>src/gallium/state_trackers/egl/</code>.</p>
211
212 <p>The suggested way to learn to write a EGL driver is to see how other drivers
213 are written. <code>egl_glx</code> should be a good reference. It works in any
214 environment that has GLX support, and it is simpler than most drivers.</p>
215
216 <h3>Lifetime of Display Resources</h3>
217
218 <p>Contexts and surfaces are examples of display resources. They might live
219 longer than the display that creates them.</p>
220
221 <p>In EGL, when a display is terminated through <code>eglTerminate</code>, all
222 display resources should be destroyed. Similarly, when a thread is released
223 throught <code>eglReleaseThread</code>, all current display resources should be
224 released. Another way to destory or release resources is through functions
225 such as <code>eglDestroySurface</code> or <code>eglMakeCurrent</code>.</p>
226
227 <p>When a resource that is current to some thread is destroyed, the resource
228 should not be destroyed immediately. EGL requires the resource to live until
229 it is no longer current. A driver usually calls
230 <code>eglIs&lt;Resource&gt;Bound</code> to check if a resource is bound
231 (current) to any thread in the destroy callbacks. If it is still bound, the
232 resource is not destroyed.</p>
233
234 <p>The main library will mark destroyed current resources as unlinked. In a
235 driver's <code>MakeCurrent</code> callback,
236 <code>eglIs&lt;Resource&gt;Linked</code> can then be called to check if a newly
237 released resource is linked to a display. If it is not, the last reference to
238 the resource is removed and the driver should destroy the resource. But it
239 should be careful here because <code>MakeCurrent</code> might be called with an
240 uninitialized display.</p>
241
242 <p>This is the only mechanism provided by the main library to help manage the
243 resources. The drivers are responsible to the correct behavior as defined by
244 EGL.</p>
245
246 <h3><code>EGL_RENDER_BUFFER</code></h3>
247
248 <p>In EGL, the color buffer a context should try to render to is decided by the
249 binding surface. It should try to render to the front buffer if the binding
250 surface has <code>EGL_RENDER_BUFFER</code> set to
251 <code>EGL_SINGLE_BUFFER</code>; If the same context is later bound to a
252 surface with <code>EGL_RENDER_BUFFER</code> set to
253 <code>EGL_BACK_BUFFER</code>, the context should try to render to the back
254 buffer. However, the context is allowed to make the final decision as to which
255 color buffer it wants to or is able to render to.</p>
256
257 <p>For pbuffer surfaces, the render buffer is always
258 <code>EGL_BACK_BUFFER</code>. And for pixmap surfaces, the render buffer is
259 always <code>EGL_SINGLE_BUFFER</code>. Unlike window surfaces, EGL spec
260 requires their <code>EGL_RENDER_BUFFER</code> values to be honored. As a
261 result, a driver should never set <code>EGL_PIXMAP_BIT</code> or
262 <code>EGL_PBUFFER_BIT</code> bits of a config if the contexts created with the
263 config won't be able to honor the <code>EGL_RENDER_BUFFER</code> of pixmap or
264 pbuffer surfaces.</p>
265
266 <p>It should also be noted that pixmap and pbuffer surfaces are assumed to be
267 single-buffered, in that <code>eglSwapBuffers</code> has no effect on them. It
268 is desirable that a driver allocates a private color buffer for each pbuffer
269 surface created. If the window system the driver supports has native pbuffers,
270 or if the native pixmaps have more than one color buffers, the driver should
271 carefully attach the native color buffers to the EGL surfaces, re-route them if
272 required.</p>
273
274 <p>There is no defined behavior as to, for example, how
275 <code>glDrawBuffer</code> interacts with <code>EGL_RENDER_BUFFER</code>. Right
276 now, it is desired that the draw buffer in a client API be fixed for pixmap and
277 pbuffer surfaces. Therefore, the driver is responsible to guarantee that the
278 client API renders to the specified render buffer for pixmap and pbuffer
279 surfaces.</p>
280
281 <h3><code>EGLDisplay</code> Mutex</h3>
282
283 The <code>EGLDisplay</code> will be locked before calling any of the dispatch
284 functions (well, except for GetProcAddress which does not take an
285 <code>EGLDisplay</code>). This guarantees that the same dispatch function will
286 not be called with the sample display at the same time. If a driver has access
287 to an <code>EGLDisplay</code> without going through the EGL APIs, the driver
288 should as well lock the display before using it.
289
290 <h3>TODOs</h3>
291
292 <ul>
293 <li>Pass the conformance tests</li>
294 <li>Better automatic driver selection: <code>EGL_PLATFORM</code> loads all
295 drivers and might eat too much memory.</li>
296
297 </ul>
298
299 </body>
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