egl: Make egl_dri2 and egl_glx built-in drivers.
[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.</p>
23
24 <h2>Build EGL</h2>
25
26 <ol>
27 <li>
28 <p>Run <code>configure</code> with the desired client APIs and enable
29 the driver for your hardware. For example</p>
30
31 <pre>
32 $ ./configure --enable-gles2 --enable-openvg --enable-gallium-nouveau
33 </pre>
34
35 <p>The main library and OpenGL is enabled by default. The first option above
36 enables <a href="opengles.html">OpenGL ES 2.x</a>. The second option enables
37 <a href="openvg.html">OpenVG</a>.</p>
38
39 </li>
40
41 <li>Build and install Mesa as usual.</li>
42 </ol>
43
44 <p>In the given example, it will build and install <code>libEGL</code>,
45 <code>libGL</code>, <code>libGLESv1_CM</code>, <code>libGLESv2</code>,
46 <code>libOpenVG</code>, and one or more EGL drivers.</p>
47
48 <h3>Configure Options</h3>
49
50 <p>There are several options that control the build of EGL at configuration
51 time</p>
52
53 <ul>
54 <li><code>--enable-egl</code>
55
56 <p>By default, EGL is enabled. When disabled, the main library and the drivers
57 will not be built.</p>
58
59 </li>
60
61 <li><code>--with-egl-driver-dir</code>
62
63 <p>The directory EGL drivers should be installed to. If not specified, EGL
64 drivers will be installed to <code>${libdir}/egl</code>.</p>
65
66 </li>
67
68 <li><code>--with-egl-platforms</code>
69
70 <p>List the platforms (window systems) to support. Its argument is a comma
71 seprated string such as <code>--with-egl-platforms=x11,drm</code>. It decides
72 the platforms a driver may support. The first listed platform is also used by
73 the main library to decide the native platform: the platform the EGL native
74 types such as <code>EGLNativeDisplayType</code> or
75 <code>EGLNativeWindowType</code> defined for.</p>
76
77 <p>The available platforms are <code>x11</code>, <code>drm</code>,
78 <code>fbdev</code>, and <code>gdi</code>. The <code>gdi</code> platform can
79 only be built with SCons. Unless for special needs, the build system should
80 select the right platforms automatically.</p>
81
82 </li>
83
84 <li><code>--enable-gles1</code> and <code>--enable-gles2</code>
85
86 <p>These options enable OpenGL ES support in OpenGL. The result is one big
87 internal library that supports multiple APIs.</p>
88
89 </li>
90
91 <li><code>--enable-gles-overlay</code>
92
93 <p>This option enables OpenGL ES as separate internal libraries. This is an
94 alternative approach to enable OpenGL ES.</p>
95
96 <p>This is only supported by <code>egl_gallium</code>. For systems using DRI
97 drivers, <code>--enable-gles1</code> and <code>--enable-gles2</code> are
98 suggested instead as all drivers will benefit.</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 <li><code>--enable-gallium-egl</code>
109
110 <p>Explicitly enable or disable <code>egl_gallium</code>.</p>
111
112 </li>
113
114 </ul>
115
116 <h2>Use EGL</h2>
117
118 <h3>Demos</h3>
119
120 <p>There are demos for the client APIs supported by EGL. They can be found in
121 mesa/demos repository.</p>
122
123 <h3>Environment Variables</h3>
124
125 <p>There are several environment variables that control the behavior of EGL at
126 runtime</p>
127
128 <ul>
129 <li><code>EGL_DRIVERS_PATH</code>
130
131 <p>By default, the main library will look for drivers in the directory where
132 the drivers are installed to. This variable specifies a list of
133 colon-separated directories where the main library will look for drivers, in
134 addition to the default directory. This variable is ignored for setuid/setgid
135 binaries.</p>
136
137 <p>This variable is usually set to test an uninstalled build. For example, one
138 may set</p>
139
140 <pre>
141 $ export LD_LIBRARY_PATH=$mesa/lib
142 $ export EGL_DRIVERS_PATH=$mesa/lib/egl
143 </pre>
144
145 <p>to test a build without installation</p>
146
147 </li>
148
149 <li><code>EGL_DRIVER</code>
150
151 <p>This variable specifies a full path to or the name of an EGL driver. It
152 forces the specified EGL driver to be loaded. It comes in handy when one wants
153 to test a specific driver. This variable is ignored for setuid/setgid
154 binaries.</p>
155
156 </li>
157
158 <li><code>EGL_PLATFORM</code>
159
160 <p>This variable specifies the native platform. The valid values are the same
161 as those for <code>--with-egl-platforms</code>. When the variable is not set,
162 the main library uses the first platform listed in
163 <code>--with-egl-platforms</code> as the native platform.</p>
164
165 <p>Extensions like <code>EGL_MESA_drm_display</code> define new functions to
166 create displays for non-native platforms. These extensions are usually used by
167 applications that support non-native platforms. Setting this variable is
168 probably required only for some of the demos found in mesa/demo repository.</p>
169
170 </li>
171
172 <li><code>EGL_LOG_LEVEL</code>
173
174 <p>This changes the log level of the main library and the drivers. The valid
175 values are: <code>debug</code>, <code>info</code>, <code>warning</code>, and
176 <code>fatal</code>.</p>
177
178 </li>
179
180 <li><code>EGL_SOFTWARE</code>
181
182 <p>For drivers that support both hardware and software rendering, setting this
183 variable to true forces the use of software rendering.</p>
184
185 </li>
186 </ul>
187
188 <h2>EGL Drivers</h2>
189
190 <ul>
191 <li><code>egl_dri2</code>
192
193 <p>This driver supports both <code>x11</code> and <code>drm</code> platforms.
194 It functions as a DRI driver loader. For <code>x11</code> support, it talks to
195 the X server directly using (XCB-)DRI2 protocol.</p>
196
197 <p>This driver can share DRI drivers with <code>libGL</code>.</p>
198
199 </li>
200
201 <li><code>egl_gallium</code>
202
203 <p>This driver is based on Gallium3D. It supports all rendering APIs and
204 hardwares supported by Gallium3D. It is the only driver that supports OpenVG.
205 The supported platforms are X11, DRM, FBDEV, and GDI.</p>
206
207 <p>This driver comes with its own hardware drivers
208 (<code>pipe_&lt;hw&gt;</code>) and client API modules
209 (<code>st_&lt;api&gt;</code>).</p>
210
211 </li>
212
213 <li><code>egl_glx</code>
214
215 <p>This driver provides a wrapper to GLX. It uses exclusively GLX to implement
216 the EGL API. It supports both direct and indirect rendering when the GLX does.
217 It is accelerated when the GLX is. As such, it cannot provide functions that
218 is not available in GLX or GLX extensions.</p>
219 </li>
220 </ul>
221
222 <h2>Packaging</h2>
223
224 <p>The ABI between the main library and its drivers are not stable. Nor is
225 there a plan to stabilize it at the moment. Of the EGL drivers,
226 <code>egl_gallium</code> has its own hardware drivers and client API modules.
227 They are considered internal to <code>egl_gallium</code> and there is also no
228 stable ABI between them. These should be kept in mind when packaging for
229 distribution.</p>
230
231 <p>Generally, <code>egl_dri2</code> is preferred over <code>egl_gallium</code>
232 when the system already has DRI drivers. As <code>egl_gallium</code> is loaded
233 before <code>egl_dri2</code> when both are available, <code>egl_gallium</code>
234 may either be disabled with <code>--disable-gallium-egl</code> or packaged
235 separately.</p>
236
237 <h2>Developers</h2>
238
239 <p>The sources of the main library and the classic drivers can be found at
240 <code>src/egl/</code>. The sources of the <code>egl</code> state tracker can
241 be found at <code>src/gallium/state_trackers/egl/</code>.</p>
242
243 <p>The suggested way to learn to write a EGL driver is to see how other drivers
244 are written. <code>egl_glx</code> should be a good reference. It works in any
245 environment that has GLX support, and it is simpler than most drivers.</p>
246
247 <h3>Lifetime of Display Resources</h3>
248
249 <p>Contexts and surfaces are examples of display resources. They might live
250 longer than the display that creates them.</p>
251
252 <p>In EGL, when a display is terminated through <code>eglTerminate</code>, all
253 display resources should be destroyed. Similarly, when a thread is released
254 throught <code>eglReleaseThread</code>, all current display resources should be
255 released. Another way to destory or release resources is through functions
256 such as <code>eglDestroySurface</code> or <code>eglMakeCurrent</code>.</p>
257
258 <p>When a resource that is current to some thread is destroyed, the resource
259 should not be destroyed immediately. EGL requires the resource to live until
260 it is no longer current. A driver usually calls
261 <code>eglIs&lt;Resource&gt;Bound</code> to check if a resource is bound
262 (current) to any thread in the destroy callbacks. If it is still bound, the
263 resource is not destroyed.</p>
264
265 <p>The main library will mark destroyed current resources as unlinked. In a
266 driver's <code>MakeCurrent</code> callback,
267 <code>eglIs&lt;Resource&gt;Linked</code> can then be called to check if a newly
268 released resource is linked to a display. If it is not, the last reference to
269 the resource is removed and the driver should destroy the resource. But it
270 should be careful here because <code>MakeCurrent</code> might be called with an
271 uninitialized display.</p>
272
273 <p>This is the only mechanism provided by the main library to help manage the
274 resources. The drivers are responsible to the correct behavior as defined by
275 EGL.</p>
276
277 <h3><code>EGL_RENDER_BUFFER</code></h3>
278
279 <p>In EGL, the color buffer a context should try to render to is decided by the
280 binding surface. It should try to render to the front buffer if the binding
281 surface has <code>EGL_RENDER_BUFFER</code> set to
282 <code>EGL_SINGLE_BUFFER</code>; If the same context is later bound to a
283 surface with <code>EGL_RENDER_BUFFER</code> set to
284 <code>EGL_BACK_BUFFER</code>, the context should try to render to the back
285 buffer. However, the context is allowed to make the final decision as to which
286 color buffer it wants to or is able to render to.</p>
287
288 <p>For pbuffer surfaces, the render buffer is always
289 <code>EGL_BACK_BUFFER</code>. And for pixmap surfaces, the render buffer is
290 always <code>EGL_SINGLE_BUFFER</code>. Unlike window surfaces, EGL spec
291 requires their <code>EGL_RENDER_BUFFER</code> values to be honored. As a
292 result, a driver should never set <code>EGL_PIXMAP_BIT</code> or
293 <code>EGL_PBUFFER_BIT</code> bits of a config if the contexts created with the
294 config won't be able to honor the <code>EGL_RENDER_BUFFER</code> of pixmap or
295 pbuffer surfaces.</p>
296
297 <p>It should also be noted that pixmap and pbuffer surfaces are assumed to be
298 single-buffered, in that <code>eglSwapBuffers</code> has no effect on them. It
299 is desirable that a driver allocates a private color buffer for each pbuffer
300 surface created. If the window system the driver supports has native pbuffers,
301 or if the native pixmaps have more than one color buffers, the driver should
302 carefully attach the native color buffers to the EGL surfaces, re-route them if
303 required.</p>
304
305 <p>There is no defined behavior as to, for example, how
306 <code>glDrawBuffer</code> interacts with <code>EGL_RENDER_BUFFER</code>. Right
307 now, it is desired that the draw buffer in a client API be fixed for pixmap and
308 pbuffer surfaces. Therefore, the driver is responsible to guarantee that the
309 client API renders to the specified render buffer for pixmap and pbuffer
310 surfaces.</p>
311
312 <h3><code>EGLDisplay</code> Mutex</h3>
313
314 The <code>EGLDisplay</code> will be locked before calling any of the dispatch
315 functions (well, except for GetProcAddress which does not take an
316 <code>EGLDisplay</code>). This guarantees that the same dispatch function will
317 not be called with the sample display at the same time. If a driver has access
318 to an <code>EGLDisplay</code> without going through the EGL APIs, the driver
319 should as well lock the display before using it.
320
321 <h3>TODOs</h3>
322
323 <ul>
324 <li>Pass the conformance tests</li>
325 <li>Mixed use of OpenGL, OpenGL ES 1.1, and OpenGL ES 2.0 is supported. But
326 which one of <code>libGL.so</code>, <code>libGLESv1_CM.so</code>, and
327 <code>libGLESv2.so</code> should an application link to? Bad things may happen
328 when, say, an application is linked to <code>libGLESv2.so</code> and
329 <code>libcairo</code>, which is linked to <code>libGL.so</code> instead.</li>
330
331 </ul>
332
333 </body>
334 </html>