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3 <title>Mesa EGL</title>
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5 <head><link rel="stylesheet" type="text/css" href="mesa.css"></head>
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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 an EGL driver and it forces the
152 specified EGL driver to be loaded. It comes in handy when one wants to test a
153 specific driver. This variable is ignored for setuid/setgid binaries.</p>
154
155 </li>
156
157 <li><code>EGL_PLATFORM</code>
158
159 <p>This variable specifies the native platform. The valid values are the same
160 as those for <code>--with-egl-platforms</code>. When the variable is not set,
161 the main library uses the first platform listed in
162 <code>--with-egl-platforms</code> as the native platform.</p>
163
164 <p>Extensions like <code>EGL_MESA_drm_display</code> define new functions to
165 create displays for non-native platforms. These extensions are usually used by
166 applications that support non-native platforms. Setting this variable is
167 probably required only for some of the demos found in mesa/demo repository.</p>
168
169 </li>
170
171 <li><code>EGL_LOG_LEVEL</code>
172
173 <p>This changes the log level of the main library and the drivers. The valid
174 values are: <code>debug</code>, <code>info</code>, <code>warning</code>, and
175 <code>fatal</code>.</p>
176
177 </li>
178
179 <li><code>EGL_SOFTWARE</code>
180
181 <p>For drivers that support both hardware and software rendering, setting this
182 variable to true forces the use of software rendering.</p>
183
184 </li>
185 </ul>
186
187 <h2>EGL Drivers</h2>
188
189 <ul>
190 <li><code>egl_dri2</code>
191
192 <p>This driver supports both <code>x11</code> and <code>drm</code> platforms.
193 It functions as a DRI driver loader. For <code>x11</code> support, it talks to
194 the X server directly using (XCB-)DRI2 protocol.</p>
195
196 <p>This driver can share DRI drivers with <code>libGL</code>.</p>
197
198 </li>
199
200 <li><code>egl_gallium</code>
201
202 <p>This driver is based on Gallium3D. It supports all rendering APIs and
203 hardwares supported by Gallium3D. It is the only driver that supports OpenVG.
204 The supported platforms are X11, DRM, FBDEV, and GDI.</p>
205
206 <p>This driver comes with its own hardware drivers
207 (<code>pipe_&lt;hw&gt;</code>) and client API modules
208 (<code>st_&lt;api&gt;</code>).</p>
209
210 </li>
211
212 <li><code>egl_glx</code>
213
214 <p>This driver provides a wrapper to GLX. It uses exclusively GLX to implement
215 the EGL API. It supports both direct and indirect rendering when the GLX does.
216 It is accelerated when the GLX is. As such, it cannot provide functions that
217 is not available in GLX or GLX extensions.</p>
218 </li>
219 </ul>
220
221 <h2>Packaging</h2>
222
223 <p>The ABI between the main library and its drivers are not stable. Nor is
224 there a plan to stabilize it at the moment. Of the EGL drivers,
225 <code>egl_gallium</code> has its own hardware drivers and client API modules.
226 They are considered internal to <code>egl_gallium</code> and there is also no
227 stable ABI between them. These should be kept in mind when packaging for
228 distribution.</p>
229
230 <p>Generally, <code>egl_dri2</code> is preferred over <code>egl_gallium</code>
231 when the system already has DRI drivers. As <code>egl_gallium</code> is loaded
232 before <code>egl_dri2</code> when both are available, <code>egl_gallium</code>
233 may either be disabled with <code>--disable-gallium-egl</code> or packaged
234 separately.</p>
235
236 <h2>Developers</h2>
237
238 <p>The sources of the main library and the classic drivers can be found at
239 <code>src/egl/</code>. The sources of the <code>egl</code> state tracker can
240 be found at <code>src/gallium/state_trackers/egl/</code>.</p>
241
242 <p>The suggested way to learn to write a EGL driver is to see how other drivers
243 are written. <code>egl_glx</code> should be a good reference. It works in any
244 environment that has GLX support, and it is simpler than most drivers.</p>
245
246 <h3>Lifetime of Display Resources</h3>
247
248 <p>Contexts and surfaces are examples of display resources. They might live
249 longer than the display that creates them.</p>
250
251 <p>In EGL, when a display is terminated through <code>eglTerminate</code>, all
252 display resources should be destroyed. Similarly, when a thread is released
253 throught <code>eglReleaseThread</code>, all current display resources should be
254 released. Another way to destory or release resources is through functions
255 such as <code>eglDestroySurface</code> or <code>eglMakeCurrent</code>.</p>
256
257 <p>When a resource that is current to some thread is destroyed, the resource
258 should not be destroyed immediately. EGL requires the resource to live until
259 it is no longer current. A driver usually calls
260 <code>eglIs&lt;Resource&gt;Bound</code> to check if a resource is bound
261 (current) to any thread in the destroy callbacks. If it is still bound, the
262 resource is not destroyed.</p>
263
264 <p>The main library will mark destroyed current resources as unlinked. In a
265 driver's <code>MakeCurrent</code> callback,
266 <code>eglIs&lt;Resource&gt;Linked</code> can then be called to check if a newly
267 released resource is linked to a display. If it is not, the last reference to
268 the resource is removed and the driver should destroy the resource. But it
269 should be careful here because <code>MakeCurrent</code> might be called with an
270 uninitialized display.</p>
271
272 <p>This is the only mechanism provided by the main library to help manage the
273 resources. The drivers are responsible to the correct behavior as defined by
274 EGL.</p>
275
276 <h3><code>EGL_RENDER_BUFFER</code></h3>
277
278 <p>In EGL, the color buffer a context should try to render to is decided by the
279 binding surface. It should try to render to the front buffer if the binding
280 surface has <code>EGL_RENDER_BUFFER</code> set to
281 <code>EGL_SINGLE_BUFFER</code>; If the same context is later bound to a
282 surface with <code>EGL_RENDER_BUFFER</code> set to
283 <code>EGL_BACK_BUFFER</code>, the context should try to render to the back
284 buffer. However, the context is allowed to make the final decision as to which
285 color buffer it wants to or is able to render to.</p>
286
287 <p>For pbuffer surfaces, the render buffer is always
288 <code>EGL_BACK_BUFFER</code>. And for pixmap surfaces, the render buffer is
289 always <code>EGL_SINGLE_BUFFER</code>. Unlike window surfaces, EGL spec
290 requires their <code>EGL_RENDER_BUFFER</code> values to be honored. As a
291 result, a driver should never set <code>EGL_PIXMAP_BIT</code> or
292 <code>EGL_PBUFFER_BIT</code> bits of a config if the contexts created with the
293 config won't be able to honor the <code>EGL_RENDER_BUFFER</code> of pixmap or
294 pbuffer surfaces.</p>
295
296 <p>It should also be noted that pixmap and pbuffer surfaces are assumed to be
297 single-buffered, in that <code>eglSwapBuffers</code> has no effect on them. It
298 is desirable that a driver allocates a private color buffer for each pbuffer
299 surface created. If the window system the driver supports has native pbuffers,
300 or if the native pixmaps have more than one color buffers, the driver should
301 carefully attach the native color buffers to the EGL surfaces, re-route them if
302 required.</p>
303
304 <p>There is no defined behavior as to, for example, how
305 <code>glDrawBuffer</code> interacts with <code>EGL_RENDER_BUFFER</code>. Right
306 now, it is desired that the draw buffer in a client API be fixed for pixmap and
307 pbuffer surfaces. Therefore, the driver is responsible to guarantee that the
308 client API renders to the specified render buffer for pixmap and pbuffer
309 surfaces.</p>
310
311 <h3><code>EGLDisplay</code> Mutex</h3>
312
313 The <code>EGLDisplay</code> will be locked before calling any of the dispatch
314 functions (well, except for GetProcAddress which does not take an
315 <code>EGLDisplay</code>). This guarantees that the same dispatch function will
316 not be called with the sample display at the same time. If a driver has access
317 to an <code>EGLDisplay</code> without going through the EGL APIs, the driver
318 should as well lock the display before using it.
319
320 <h3>TODOs</h3>
321
322 <ul>
323 <li>Pass the conformance tests</li>
324 <li>Mixed use of OpenGL, OpenGL ES 1.1, and OpenGL ES 2.0 is supported. But
325 which one of <code>libGL.so</code>, <code>libGLESv1_CM.so</code>, and
326 <code>libGLESv2.so</code> should an application link to? Bad things may happen
327 when, say, an application is linked to <code>libGLESv2.so</code> and
328 <code>libcairo</code>, which is linked to <code>libGL.so</code> instead.</li>
329
330 </ul>
331
332 </body>
333 </html>