radv: make radv_pipeline_init() static
[mesa.git] / docs / egl.html
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5 <title>Mesa EGL</title>
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10 <div class="header">
11 <h1>The Mesa 3D Graphics Library</h1>
12 </div>
13
14 <iframe src="contents.html"></iframe>
15 <div class="content">
16
17 <h1>Mesa EGL</h1>
18
19 <p>The current version of EGL in Mesa implements EGL 1.4. More information
20 about EGL can be found at
21 <a href="https://www.khronos.org/egl/">
22 https://www.khronos.org/egl/</a>.</p>
23
24 <p>The Mesa's implementation of EGL uses a driver architecture. The main
25 library (<code>libEGL</code>) is window system neutral. It provides the EGL
26 API entry points and helper functions for use by the drivers. Drivers are
27 dynamically loaded by the main library and most of the EGL API calls are
28 directly dispatched to the drivers.</p>
29
30 <p>The driver in use decides the window system to support.</p>
31
32 <h2>Build EGL</h2>
33
34 <ol>
35 <li>
36 <p>Run <code>configure</code> with the desired client APIs and enable
37 the driver for your hardware. For example</p>
38
39 <pre>
40 $ ./configure --enable-gles1 --enable-gles2 \
41 --with-dri-drivers=... \
42 --with-gallium-drivers=...
43 </pre>
44
45 <p>The main library and OpenGL is enabled by default. The first two options
46 above enables <a href="opengles.html">OpenGL ES 1.x and 2.x</a>. The last two
47 options enables the listed classic and Gallium drivers respectively.</p>
48
49 </li>
50
51 <li>Build and install Mesa as usual.</li>
52 </ol>
53
54 <p>In the given example, it will build and install <code>libEGL</code>,
55 <code>libGL</code>, <code>libGLESv1_CM</code>, <code>libGLESv2</code>, and one
56 or more EGL drivers.</p>
57
58 <h3>Configure Options</h3>
59
60 <p>There are several options that control the build of EGL at configuration
61 time</p>
62
63 <dl>
64 <dt><code>--enable-egl</code></dt>
65 <dd>
66
67 <p>By default, EGL is enabled. When disabled, the main library and the drivers
68 will not be built.</p>
69
70 </dd>
71
72 <dt><code>--with-egl-driver-dir</code></dt>
73 <dd>
74
75 <p>The directory EGL drivers should be installed to. If not specified, EGL
76 drivers will be installed to <code>${libdir}/egl</code>.</p>
77
78 </dd>
79
80 <dt><code>--with-platforms</code></dt>
81 <dd>
82
83 <p>List the platforms (window systems) to support. Its argument is a comma
84 separated string such as <code>--with-platforms=x11,drm</code>. It decides
85 the platforms a driver may support. The first listed platform is also used by
86 the main library to decide the native platform.</p>
87
88 <p>The available platforms are <code>x11</code>, <code>drm</code>,
89 <code>wayland</code>, <code>surfaceless</code>, <code>android</code>,
90 and <code>haiku</code>.
91 The <code>android</code> platform can either be built as a system
92 component, part of AOSP, using <code>Android.mk</code> files, or
93 cross-compiled using appropriate <code>configure</code> options.
94 The <code>haiku</code> platform can only be built with SCons.
95 Unless for special needs, the build system should
96 select the right platforms automatically.</p>
97
98 </dd>
99
100 <dt><code>--enable-gles1</code></dt>
101 <dt><code>--enable-gles2</code></dt>
102 <dd>
103
104 <p>These options enable OpenGL ES support in OpenGL. The result is one big
105 internal library that supports multiple APIs.</p>
106
107 </dd>
108
109 <dt><code>--enable-shared-glapi</code></dt>
110 <dd>
111
112 <p>By default, <code>libGL</code> has its own copy of <code>libglapi</code>.
113 This options makes <code>libGL</code> use the shared <code>libglapi</code>. This
114 is required if applications mix OpenGL and OpenGL ES.</p>
115
116 </dd>
117
118 </dl>
119
120 <h2>Use EGL</h2>
121
122 <h3>Demos</h3>
123
124 <p>There are demos for the client APIs supported by EGL. They can be found in
125 mesa/demos repository.</p>
126
127 <h3>Environment Variables</h3>
128
129 <p>There are several environment variables that control the behavior of EGL at
130 runtime</p>
131
132 <dl>
133 <dt><code>EGL_DRIVER</code></dt>
134 <dd>
135
136 <p>This variable specifies a full path to or the name of an EGL driver. It
137 forces the specified EGL driver to be loaded. It comes in handy when one wants
138 to test a specific driver. This variable is ignored for setuid/setgid
139 binaries.</p>
140
141 </dd>
142
143 <dt><code>EGL_PLATFORM</code></dt>
144 <dd>
145
146 <p>This variable specifies the native platform. The valid values are the same
147 as those for <code>--with-platforms</code>. When the variable is not set,
148 the main library uses the first platform listed in
149 <code>--with-platforms</code> as the native platform.</p>
150
151 <p>Extensions like <code>EGL_MESA_drm_display</code> define new functions to
152 create displays for non-native platforms. These extensions are usually used by
153 applications that support non-native platforms. Setting this variable is
154 probably required only for some of the demos found in mesa/demo repository.</p>
155
156 </dd>
157
158 <dt><code>EGL_LOG_LEVEL</code></dt>
159 <dd>
160
161 <p>This changes the log level of the main library and the drivers. The valid
162 values are: <code>debug</code>, <code>info</code>, <code>warning</code>, and
163 <code>fatal</code>.</p>
164
165 </dd>
166 </dl>
167
168 <h2>EGL Drivers</h2>
169
170 <dl>
171 <dt><code>egl_dri2</code></dt>
172 <dd>
173
174 <p>This driver supports both <code>x11</code> and <code>drm</code> platforms.
175 It functions as a DRI driver loader. For <code>x11</code> support, it talks to
176 the X server directly using (XCB-)DRI2 protocol.</p>
177
178 <p>This driver can share DRI drivers with <code>libGL</code>.</p>
179
180 </dd>
181
182 <h2>Packaging</h2>
183
184 <p>The ABI between the main library and its drivers are not stable. Nor is
185 there a plan to stabilize it at the moment.</p>
186
187 <h2>Developers</h2>
188
189 <p>The sources of the main library and drivers can be found at
190 <code>src/egl/</code>.</p>
191
192 <h3>Lifetime of Display Resources</h3>
193
194 <p>Contexts and surfaces are examples of display resources. They might live
195 longer than the display that creates them.</p>
196
197 <p>In EGL, when a display is terminated through <code>eglTerminate</code>, all
198 display resources should be destroyed. Similarly, when a thread is released
199 through <code>eglReleaseThread</code>, all current display resources should be
200 released. Another way to destroy or release resources is through functions
201 such as <code>eglDestroySurface</code> or <code>eglMakeCurrent</code>.</p>
202
203 <p>When a resource that is current to some thread is destroyed, the resource
204 should not be destroyed immediately. EGL requires the resource to live until
205 it is no longer current. A driver usually calls
206 <code>eglIs&lt;Resource&gt;Bound</code> to check if a resource is bound
207 (current) to any thread in the destroy callbacks. If it is still bound, the
208 resource is not destroyed.</p>
209
210 <p>The main library will mark destroyed current resources as unlinked. In a
211 driver's <code>MakeCurrent</code> callback,
212 <code>eglIs&lt;Resource&gt;Linked</code> can then be called to check if a newly
213 released resource is linked to a display. If it is not, the last reference to
214 the resource is removed and the driver should destroy the resource. But it
215 should be careful here because <code>MakeCurrent</code> might be called with an
216 uninitialized display.</p>
217
218 <p>This is the only mechanism provided by the main library to help manage the
219 resources. The drivers are responsible to the correct behavior as defined by
220 EGL.</p>
221
222 <h3><code>EGL_RENDER_BUFFER</code></h3>
223
224 <p>In EGL, the color buffer a context should try to render to is decided by the
225 binding surface. It should try to render to the front buffer if the binding
226 surface has <code>EGL_RENDER_BUFFER</code> set to
227 <code>EGL_SINGLE_BUFFER</code>; If the same context is later bound to a
228 surface with <code>EGL_RENDER_BUFFER</code> set to
229 <code>EGL_BACK_BUFFER</code>, the context should try to render to the back
230 buffer. However, the context is allowed to make the final decision as to which
231 color buffer it wants to or is able to render to.</p>
232
233 <p>For pbuffer surfaces, the render buffer is always
234 <code>EGL_BACK_BUFFER</code>. And for pixmap surfaces, the render buffer is
235 always <code>EGL_SINGLE_BUFFER</code>. Unlike window surfaces, EGL spec
236 requires their <code>EGL_RENDER_BUFFER</code> values to be honored. As a
237 result, a driver should never set <code>EGL_PIXMAP_BIT</code> or
238 <code>EGL_PBUFFER_BIT</code> bits of a config if the contexts created with the
239 config won't be able to honor the <code>EGL_RENDER_BUFFER</code> of pixmap or
240 pbuffer surfaces.</p>
241
242 <p>It should also be noted that pixmap and pbuffer surfaces are assumed to be
243 single-buffered, in that <code>eglSwapBuffers</code> has no effect on them. It
244 is desirable that a driver allocates a private color buffer for each pbuffer
245 surface created. If the window system the driver supports has native pbuffers,
246 or if the native pixmaps have more than one color buffers, the driver should
247 carefully attach the native color buffers to the EGL surfaces, re-route them if
248 required.</p>
249
250 <p>There is no defined behavior as to, for example, how
251 <code>glDrawBuffer</code> interacts with <code>EGL_RENDER_BUFFER</code>. Right
252 now, it is desired that the draw buffer in a client API be fixed for pixmap and
253 pbuffer surfaces. Therefore, the driver is responsible to guarantee that the
254 client API renders to the specified render buffer for pixmap and pbuffer
255 surfaces.</p>
256
257 <h3><code>EGLDisplay</code> Mutex</h3>
258
259 The <code>EGLDisplay</code> will be locked before calling any of the dispatch
260 functions (well, except for GetProcAddress which does not take an
261 <code>EGLDisplay</code>). This guarantees that the same dispatch function will
262 not be called with the sample display at the same time. If a driver has access
263 to an <code>EGLDisplay</code> without going through the EGL APIs, the driver
264 should as well lock the display before using it.
265
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