-<html>
-
-<title>Mesa EGL</title>
+<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd">
+<html lang="en">
+<head>
+ <meta http-equiv="content-type" content="text/html; charset=utf-8">
+ <title>Mesa EGL</title>
+ <link rel="stylesheet" type="text/css" href="mesa.css">
+</head>
+<body>
-<head><link rel="stylesheet" type="text/css" href="mesa.css"></head>
+<div class="header">
+ <h1>The Mesa 3D Graphics Library</h1>
+</div>
-<body>
+<iframe src="contents.html"></iframe>
+<div class="content">
<h1>Mesa EGL</h1>
<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/" target="_parent">
-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
the driver for your hardware. For example</p>
<pre>
- $ ./configure --enable-gles2 --enable-openvg --enable-gallium-nouveau
+ $ ./configure --enable-gles1 --enable-gles2 \
+ --with-dri-drivers=... \
+ --with-gallium-drivers=...
</pre>
-<p>The main library and OpenGL is enabled by default. The first option above
-enables <a href="opengles.html">OpenGL ES 2.x</a>. The second option enables
-<a href="openvg.html">OpenVG</a>.</p>
+<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 Gallium drivers respectively.</p>
</li>
</ol>
<p>In the given example, it will build and install <code>libEGL</code>,
-<code>libGL</code>, <code>libGLESv1_CM</code>, <code>libGLESv2</code>,
-<code>libOpenVG</code>, and one or more EGL drivers.</p>
+<code>libGL</code>, <code>libGLESv1_CM</code>, <code>libGLESv2</code>, and one
+or more EGL drivers.</p>
<h3>Configure Options</h3>
<p>There are several options that control the build of EGL at configuration
time</p>
-<ul>
-<li><code>--enable-egl</code>
+<dl>
+<dt><code>--enable-egl</code></dt>
+<dd>
<p>By default, EGL is enabled. When disabled, the main library and the drivers
will not be built.</p>
-</li>
+</dd>
-<li><code>--with-egl-driver-dir</code>
+<dt><code>--with-egl-driver-dir</code></dt>
+<dd>
<p>The directory EGL drivers should be installed to. If not specified, EGL
drivers will be installed to <code>${libdir}/egl</code>.</p>
-</li>
+</dd>
-<li><code>--with-egl-platforms</code>
+<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>
-</li>
+</dd>
-<li><code>--enable-gles1</code> and <code>--enable-gles2</code>
+<dt><code>--enable-gles1</code></dt>
+<dt><code>--enable-gles2</code></dt>
+<dd>
<p>These options enable OpenGL ES support in OpenGL. The result is one big
internal library that supports multiple APIs.</p>
-</li>
-
-<li><code>--enable-gles-overlay</code>
+</dd>
-<p>This option enables OpenGL ES as separate internal libraries. This is an
-alternative approach to enable OpenGL ES.</p>
+<dt><code>--enable-shared-glapi</code></dt>
+<dd>
-<p>This is only supported by <code>egl_gallium</code>. For systems using DRI
-drivers, <code>--enable-gles1</code> and <code>--enable-gles2</code> are
-suggested instead as all drivers will benefit.</p>
-
-</li>
+<p>By default, <code>libGL</code> has its own copy of <code>libglapi</code>.
+This options makes <code>libGL</code> use the shared <code>libglapi</code>. This
+is required if applications mix OpenGL and OpenGL ES.</p>
-<li><code>--enable-openvg</code>
+</dd>
-<p>OpenVG must be explicitly enabled by this option.</p>
-
-</li>
-
-<li><code>--enable-gallium-egl</code>
-
-<p>Explicitly enable or disable <code>egl_gallium</code>.</p>
-
-</li>
-
-</ul>
+</dl>
<h2>Use EGL</h2>
<p>There are several environment variables that control the behavior of EGL at
runtime</p>
-<ul>
-<li><code>EGL_DRIVERS_PATH</code>
+<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
<p>to test a build without installation</p>
-</li>
+</dd>
-<li><code>EGL_DRIVER</code>
+<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>
-</li>
+</dd>
-<li><code>EGL_PLATFORM</code>
+<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
applications that support non-native platforms. Setting this variable is
probably required only for some of the demos found in mesa/demo repository.</p>
-</li>
+</dd>
-<li><code>EGL_LOG_LEVEL</code>
+<dt><code>EGL_LOG_LEVEL</code></dt>
+<dd>
<p>This changes the log level of the main library and the drivers. The valid
values are: <code>debug</code>, <code>info</code>, <code>warning</code>, and
<code>fatal</code>.</p>
-</li>
-
-<li><code>EGL_SOFTWARE</code>
-
-<p>For drivers that support both hardware and software rendering, setting this
-variable to true forces the use of software rendering.</p>
-
-</li>
-</ul>
+</dd>
+</dl>
<h2>EGL Drivers</h2>
-<ul>
-<li><code>egl_dri2</code>
+<dl>
+<dt><code>egl_dri2</code></dt>
+<dd>
<p>This driver supports both <code>x11</code> and <code>drm</code> platforms.
It functions as a DRI driver loader. For <code>x11</code> support, it talks to
<p>This driver can share DRI drivers with <code>libGL</code>.</p>
-</li>
-
-<li><code>egl_gallium</code>
-
-<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>
-
-</li>
-
-<li><code>egl_glx</code>
-
-<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>
-</li>
-</ul>
+</dd>
<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>
-may either be disabled with <code>--disable-gallium-egl</code> or packaged
-separately.</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
to an <code>EGLDisplay</code> without going through the EGL APIs, the driver
should as well lock the display before using it.
-<h3>TODOs</h3>
-
-<ul>
-<li>Pass the conformance tests</li>
-<li>Mixed use of OpenGL, OpenGL ES 1.1, and OpenGL ES 2.0 is supported. But
-which one of <code>libGL.so</code>, <code>libGLESv1_CM.so</code>, and
-<code>libGLESv2.so</code> should an application link to? Bad things may happen
-when, say, an application is linked to <code>libGLESv2.so</code> and
-<code>libcairo</code>, which is linked to <code>libGL.so</code> instead.</li>
-
-</ul>
-
+</div>
</body>
</html>