<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>--enable-gallium-egl</code></dt>
-<dd>
-
-<p>Enable the optional <code>egl_gallium</code> driver.</p>
-
-</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
-seprated 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>fbdev</code>, and <code>gdi</code>. The <code>gdi</code> platform can
-only be built with SCons. Unless for special needs, the build system should
+<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>
</dd>
</dd>
-<dt><code>--enable-openvg</code></dt>
-<dd>
-
-<p>OpenVG must be explicitly enabled by this option.</p>
-
-</dd>
-
</dl>
<h2>Use EGL</h2>
<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>
</dd>
-<dt><code>egl_gallium</code></dt>
-<dd>
-
-<p>This driver is based on Gallium3D. It supports all rendering APIs and
-hardwares supported by Gallium3D. It is the only driver that supports OpenVG.
-The supported platforms are X11, DRM, FBDEV, and GDI.</p>
-
-<p>This driver comes with its own hardware drivers
-(<code>pipe_<hw></code>) and client API modules
-(<code>st_<api></code>).</p>
-
-</dd>
-
-<dt><code>egl_glx</code></dt>
-<dd>
-
-<p>This driver provides a wrapper to GLX. It uses exclusively GLX to implement
-the EGL API. It supports both direct and indirect rendering when the GLX does.
-It is accelerated when the GLX is. As such, it cannot provide functions that
-is not available in GLX or GLX extensions.</p>
-</dd>
-</dl>
-
<h2>Packaging</h2>
<p>The ABI between the main library and its drivers are not stable. Nor is
-there a plan to stabilize it at the moment. Of the EGL drivers,
-<code>egl_gallium</code> has its own hardware drivers and client API modules.
-They are considered internal to <code>egl_gallium</code> and there is also no
-stable ABI between them. These should be kept in mind when packaging for
-distribution.</p>
-
-<p>Generally, <code>egl_dri2</code> is preferred over <code>egl_gallium</code>
-when the system already has DRI drivers. As <code>egl_gallium</code> is loaded
-before <code>egl_dri2</code> when both are available, <code>egl_gallium</code>
-is disabled by default.</p>
+there a plan to stabilize it at the moment.</p>
<h2>Developers</h2>
-<p>The sources of the main library and the classic drivers can be found at
-<code>src/egl/</code>. The sources of the <code>egl</code> state tracker can
-be found at <code>src/gallium/state_trackers/egl/</code>.</p>
-
-<p>The suggested way to learn to write a EGL driver is to see how other drivers
-are written. <code>egl_glx</code> should be a good reference. It works in any
-environment that has GLX support, and it is simpler than most drivers.</p>
+<p>The sources of the main library and drivers can be found at
+<code>src/egl/</code>.</p>
<h3>Lifetime of Display Resources</h3>
<p>In EGL, when a display is terminated through <code>eglTerminate</code>, all
display resources should be destroyed. Similarly, when a thread is released
-throught <code>eglReleaseThread</code>, all current display resources should be
-released. Another way to destory or release resources is through functions
+through <code>eglReleaseThread</code>, all current display resources should be
+released. Another way to destroy or release resources is through functions
such as <code>eglDestroySurface</code> or <code>eglMakeCurrent</code>.</p>
<p>When a resource that is current to some thread is destroyed, the resource