<p>The current version of EGL in Mesa implements EGL 1.4. More information
about EGL can be found at
-<a href="http://www.khronos.org/egl/">
-http://www.khronos.org/egl/</a>.</p>
+<a href="https://www.khronos.org/egl/">
+https://www.khronos.org/egl/</a>.</p>
<p>The Mesa's implementation of EGL uses a driver architecture. The main
library (<code>libEGL</code>) is window system neutral. It provides the EGL
<p>The main library and OpenGL is enabled by default. The first two options
above enables <a href="opengles.html">OpenGL ES 1.x and 2.x</a>. The last two
-options enables the listed classic and and Gallium drivers respectively.</p>
+options enables the listed classic and Gallium drivers respectively.</p>
</li>
</dd>
-<dt><code>--with-egl-platforms</code></dt>
+<dt><code>--with-platforms</code></dt>
<dd>
<p>List the platforms (window systems) to support. Its argument is a comma
-separated string such as <code>--with-egl-platforms=x11,drm</code>. It decides
+separated string such as <code>--with-platforms=x11,drm</code>. It decides
the platforms a driver may support. The first listed platform is also used by
-the main library to decide the native platform: the platform the EGL native
-types such as <code>EGLNativeDisplayType</code> or
-<code>EGLNativeWindowType</code> defined for.</p>
+the main library to decide the native platform.</p>
<p>The available platforms are <code>x11</code>, <code>drm</code>,
-<code>wayland</code>, <code>null</code>, <code>android</code>,
-<code>haiku</code>, and <code>gdi</code>. The <code>android</code> platform
-can only be built as a system component, part of AOSP, while the
-<code>haiku</code> and <code>gdi</code> platforms can only be built with SCons.
+<code>wayland</code>, <code>surfaceless</code>, <code>android</code>,
+and <code>haiku</code>.
+The <code>android</code> platform can either be built as a system
+component, part of AOSP, using <code>Android.mk</code> files, or
+cross-compiled using appropriate <code>configure</code> options.
+The <code>haiku</code> platform can only be built with SCons.
Unless for special needs, the build system should
select the right platforms automatically.</p>
runtime</p>
<dl>
-<dt><code>EGL_DRIVERS_PATH</code></dt>
-<dd>
-
-<p>By default, the main library will look for drivers in the directory where
-the drivers are installed to. This variable specifies a list of
-colon-separated directories where the main library will look for drivers, in
-addition to the default directory. This variable is ignored for setuid/setgid
-binaries.</p>
-
-<p>This variable is usually set to test an uninstalled build. For example, one
-may set</p>
-
-<pre>
- $ export LD_LIBRARY_PATH=$mesa/lib
- $ export EGL_DRIVERS_PATH=$mesa/lib/egl
-</pre>
-
-<p>to test a build without installation</p>
-
-</dd>
-
-<dt><code>EGL_DRIVER</code></dt>
-<dd>
-
-<p>This variable specifies a full path to or the name of an EGL driver. It
-forces the specified EGL driver to be loaded. It comes in handy when one wants
-to test a specific driver. This variable is ignored for setuid/setgid
-binaries.</p>
-
-</dd>
-
<dt><code>EGL_PLATFORM</code></dt>
<dd>
<p>This variable specifies the native platform. The valid values are the same
-as those for <code>--with-egl-platforms</code>. When the variable is not set,
+as those for <code>--with-platforms</code>. When the variable is not set,
the main library uses the first platform listed in
-<code>--with-egl-platforms</code> as the native platform.</p>
+<code>--with-platforms</code> as the native platform.</p>
<p>Extensions like <code>EGL_MESA_drm_display</code> define new functions to
create displays for non-native platforms. These extensions are usually used by
values are: <code>debug</code>, <code>info</code>, <code>warning</code>, and
<code>fatal</code>.</p>
-</dd>
-
-<dt><code>EGL_SOFTWARE</code></dt>
-<dd>
-
-<p>For drivers that support both hardware and software rendering, setting this
-variable to true forces the use of software rendering.</p>
-
</dd>
</dl>