docs/relnotes: add support for VK_KHR_shader_float16_int8
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10 <div class="header">
11 <h1>The Mesa 3D Graphics Library</h1>
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13
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15 <div class="content">
16
17 <h1>Mesa EGL</h1>
18
19 <p>The current version of EGL in Mesa implements EGL 1.4. More information
20 about EGL can be found at
21 <a href="https://www.khronos.org/egl/">
22 https://www.khronos.org/egl/</a>.</p>
23
24 <p>The Mesa's implementation of EGL uses a driver architecture. The main
25 library (<code>libEGL</code>) is window system neutral. It provides the EGL
26 API entry points and helper functions for use by the drivers. Drivers are
27 dynamically loaded by the main library and most of the EGL API calls are
28 directly dispatched to the drivers.</p>
29
30 <p>The driver in use decides the window system to support.</p>
31
32 <h2>Build EGL</h2>
33
34 <ol>
35 <li>
36 <p>Run <code>configure</code> with the desired client APIs and enable
37 the driver for your hardware. For example</p>
38
39 <pre>
40 $ ./configure --enable-gles1 --enable-gles2 \
41 --with-dri-drivers=... \
42 --with-gallium-drivers=...
43 </pre>
44
45 <p>The main library and OpenGL is enabled by default. The first two options
46 above enables <a href="opengles.html">OpenGL ES 1.x and 2.x</a>. The last two
47 options enables the listed classic and Gallium drivers respectively.</p>
48
49 </li>
50
51 <li>Build and install Mesa as usual.</li>
52 </ol>
53
54 <p>In the given example, it will build and install <code>libEGL</code>,
55 <code>libGL</code>, <code>libGLESv1_CM</code>, <code>libGLESv2</code>, and one
56 or more EGL drivers.</p>
57
58 <h3>Configure Options</h3>
59
60 <p>There are several options that control the build of EGL at configuration
61 time</p>
62
63 <dl>
64 <dt><code>--enable-egl</code></dt>
65 <dd>
66
67 <p>By default, EGL is enabled. When disabled, the main library and the drivers
68 will not be built.</p>
69
70 </dd>
71
72 <dt><code>--with-egl-driver-dir</code></dt>
73 <dd>
74
75 <p>The directory EGL drivers should be installed to. If not specified, EGL
76 drivers will be installed to <code>${libdir}/egl</code>.</p>
77
78 </dd>
79
80 <dt><code>--with-platforms</code></dt>
81 <dd>
82
83 <p>List the platforms (window systems) to support. Its argument is a comma
84 separated string such as <code>--with-platforms=x11,drm</code>. It decides
85 the platforms a driver may support. The first listed platform is also used by
86 the main library to decide the native platform.</p>
87
88 <p>The available platforms are <code>x11</code>, <code>drm</code>,
89 <code>wayland</code>, <code>surfaceless</code>, <code>android</code>,
90 and <code>haiku</code>.
91 The <code>android</code> platform can either be built as a system
92 component, part of AOSP, using <code>Android.mk</code> files, or
93 cross-compiled using appropriate <code>configure</code> options.
94 The <code>haiku</code> platform can only be built with SCons.
95 Unless for special needs, the build system should
96 select the right platforms automatically.</p>
97
98 </dd>
99
100 <dt><code>--enable-gles1</code></dt>
101 <dt><code>--enable-gles2</code></dt>
102 <dd>
103
104 <p>These options enable OpenGL ES support in OpenGL. The result is one big
105 internal library that supports multiple APIs.</p>
106
107 </dd>
108
109 <dt><code>--enable-shared-glapi</code></dt>
110 <dd>
111
112 <p>By default, <code>libGL</code> has its own copy of <code>libglapi</code>.
113 This options makes <code>libGL</code> use the shared <code>libglapi</code>. This
114 is required if applications mix OpenGL and OpenGL ES.</p>
115
116 </dd>
117
118 </dl>
119
120 <h2>Use EGL</h2>
121
122 <h3>Demos</h3>
123
124 <p>There are demos for the client APIs supported by EGL. They can be found in
125 mesa/demos repository.</p>
126
127 <h3>Environment Variables</h3>
128
129 <p>There are several environment variables that control the behavior of EGL at
130 runtime</p>
131
132 <dl>
133 <dt><code>EGL_PLATFORM</code></dt>
134 <dd>
135
136 <p>This variable specifies the native platform. The valid values are the same
137 as those for <code>--with-platforms</code>. When the variable is not set,
138 the main library uses the first platform listed in
139 <code>--with-platforms</code> as the native platform.</p>
140
141 <p>Extensions like <code>EGL_MESA_drm_display</code> define new functions to
142 create displays for non-native platforms. These extensions are usually used by
143 applications that support non-native platforms. Setting this variable is
144 probably required only for some of the demos found in mesa/demo repository.</p>
145
146 </dd>
147
148 <dt><code>EGL_LOG_LEVEL</code></dt>
149 <dd>
150
151 <p>This changes the log level of the main library and the drivers. The valid
152 values are: <code>debug</code>, <code>info</code>, <code>warning</code>, and
153 <code>fatal</code>.</p>
154
155 </dd>
156 </dl>
157
158 <h2>EGL Drivers</h2>
159
160 <dl>
161 <dt><code>egl_dri2</code></dt>
162 <dd>
163
164 <p>This driver supports both <code>x11</code> and <code>drm</code> platforms.
165 It functions as a DRI driver loader. For <code>x11</code> support, it talks to
166 the X server directly using (XCB-)DRI2 protocol.</p>
167
168 <p>This driver can share DRI drivers with <code>libGL</code>.</p>
169
170 </dd>
171 </dl>
172
173 <h2>Packaging</h2>
174
175 <p>The ABI between the main library and its drivers are not stable. Nor is
176 there a plan to stabilize it at the moment.</p>
177
178 <h2>Developers</h2>
179
180 <p>The sources of the main library and drivers can be found at
181 <code>src/egl/</code>.</p>
182
183 <h3>Lifetime of Display Resources</h3>
184
185 <p>Contexts and surfaces are examples of display resources. They might live
186 longer than the display that creates them.</p>
187
188 <p>In EGL, when a display is terminated through <code>eglTerminate</code>, all
189 display resources should be destroyed. Similarly, when a thread is released
190 through <code>eglReleaseThread</code>, all current display resources should be
191 released. Another way to destroy or release resources is through functions
192 such as <code>eglDestroySurface</code> or <code>eglMakeCurrent</code>.</p>
193
194 <p>When a resource that is current to some thread is destroyed, the resource
195 should not be destroyed immediately. EGL requires the resource to live until
196 it is no longer current. A driver usually calls
197 <code>eglIs&lt;Resource&gt;Bound</code> to check if a resource is bound
198 (current) to any thread in the destroy callbacks. If it is still bound, the
199 resource is not destroyed.</p>
200
201 <p>The main library will mark destroyed current resources as unlinked. In a
202 driver's <code>MakeCurrent</code> callback,
203 <code>eglIs&lt;Resource&gt;Linked</code> can then be called to check if a newly
204 released resource is linked to a display. If it is not, the last reference to
205 the resource is removed and the driver should destroy the resource. But it
206 should be careful here because <code>MakeCurrent</code> might be called with an
207 uninitialized display.</p>
208
209 <p>This is the only mechanism provided by the main library to help manage the
210 resources. The drivers are responsible to the correct behavior as defined by
211 EGL.</p>
212
213 <h3><code>EGL_RENDER_BUFFER</code></h3>
214
215 <p>In EGL, the color buffer a context should try to render to is decided by the
216 binding surface. It should try to render to the front buffer if the binding
217 surface has <code>EGL_RENDER_BUFFER</code> set to
218 <code>EGL_SINGLE_BUFFER</code>; If the same context is later bound to a
219 surface with <code>EGL_RENDER_BUFFER</code> set to
220 <code>EGL_BACK_BUFFER</code>, the context should try to render to the back
221 buffer. However, the context is allowed to make the final decision as to which
222 color buffer it wants to or is able to render to.</p>
223
224 <p>For pbuffer surfaces, the render buffer is always
225 <code>EGL_BACK_BUFFER</code>. And for pixmap surfaces, the render buffer is
226 always <code>EGL_SINGLE_BUFFER</code>. Unlike window surfaces, EGL spec
227 requires their <code>EGL_RENDER_BUFFER</code> values to be honored. As a
228 result, a driver should never set <code>EGL_PIXMAP_BIT</code> or
229 <code>EGL_PBUFFER_BIT</code> bits of a config if the contexts created with the
230 config won't be able to honor the <code>EGL_RENDER_BUFFER</code> of pixmap or
231 pbuffer surfaces.</p>
232
233 <p>It should also be noted that pixmap and pbuffer surfaces are assumed to be
234 single-buffered, in that <code>eglSwapBuffers</code> has no effect on them. It
235 is desirable that a driver allocates a private color buffer for each pbuffer
236 surface created. If the window system the driver supports has native pbuffers,
237 or if the native pixmaps have more than one color buffers, the driver should
238 carefully attach the native color buffers to the EGL surfaces, re-route them if
239 required.</p>
240
241 <p>There is no defined behavior as to, for example, how
242 <code>glDrawBuffer</code> interacts with <code>EGL_RENDER_BUFFER</code>. Right
243 now, it is desired that the draw buffer in a client API be fixed for pixmap and
244 pbuffer surfaces. Therefore, the driver is responsible to guarantee that the
245 client API renders to the specified render buffer for pixmap and pbuffer
246 surfaces.</p>
247
248 <h3><code>EGLDisplay</code> Mutex</h3>
249
250 The <code>EGLDisplay</code> will be locked before calling any of the dispatch
251 functions (well, except for GetProcAddress which does not take an
252 <code>EGLDisplay</code>). This guarantees that the same dispatch function will
253 not be called with the sample display at the same time. If a driver has access
254 to an <code>EGLDisplay</code> without going through the EGL APIs, the driver
255 should as well lock the display before using it.
256
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