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