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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. For drivers that
23 support hardware rendering, there are usually multiple drivers supporting the
24 same window system. Each one of of them supports a certain range of graphics
25 cards.</p>
26
27 <h2>Build EGL</h2>
28
29 <ol>
30 <li>
31 <p>Run <code>configure</code> with the desired state trackers and and enable
32 the Gallium driver for your hardware. For example</p>
33
34 <pre>
35 $ ./configure --with-state-trackers=egl,es,vega --enable-gallium-{swrast,intel}
36 </pre>
37
38 <p>The main library will be enabled by default. The <code>egl</code> state
39 tracker is needed by a number of EGL drivers. EGL drivers will be covered
40 later. The <a href="opengles.html">es state tracker</a> provides OpenGL ES 1.x
41 and 2.x and the <a href="openvg.html">vega state tracker</a> provides OpenVG
42 1.x.</p>
43 </li>
44
45 <li>Build and install Mesa as usual.</li>
46 </ol>
47
48 <p>In the given example, it will build and install <code>libEGL</code>,
49 <code>libGLESv1_CM</code>, <code>libGLESv2</code>, <code>libOpenVG</code>, and
50 one or more EGL drivers.</p>
51
52 <h3>Configure Options</h3>
53
54 <p>There are several options that control the build of EGL at configuration
55 time</p>
56
57 <ul>
58 <li><code>--enable-egl</code>
59
60 <p>By default, EGL is enabled. When disabled, the main library and the drivers
61 will not be built.</p>
62
63 </li>
64
65 <li><code>--with-egl-driver-dir</code>
66
67 <p>The directory EGL drivers should be installed to. If not specified, EGL
68 drivers will be installed to <code>${libdir}/egl</code>.</p>
69
70 </li>
71
72 <li><code>--with-egl-displays</code>
73
74 <p>List the window system(s) to support. It is by default <code>x11</code>,
75 which supports the X Window System. Its argument is a comma separated string
76 like, for example, <code>--with-egl-displays=x11,kms</code>. Because an EGL
77 driver decides which window system to support, this example will enable two
78 (sets of) EGL drivers. One supports the X window system and the other supports
79 bare KMS (kernel modesetting).</p>
80
81 </li>
82
83 <li><code>--with-state-trackers</code>
84
85 <p>The argument is a comma separated string. It is usually used to specify the
86 rendering APIs, like OpenGL ES or OpenVG, to build. But it should be noted
87 that a number of EGL drivers depend on the <code>egl</code> state tracker.
88 They will <em>not</em> be built without the <code>egl</code> state tracker.</p>
89
90 </li>
91
92 <li><code>--enable-gallium-swrast</code>
93
94 <p>This option is not specific to EGL. But if there is no driver for your
95 hardware, or you are experiencing problems with the hardware driver, you can
96 enable the swrast DRM driver. It is a dummy driver and EGL will fallback to
97 software rendering automatically.</p>
98
99 </li>
100 </ul>
101
102 <h3>OpenGL</h3>
103
104 <p>The OpenGL state tracker is not built in the above example. It should be
105 noted that the classic <code>libGL</code> is not a state tracker and cannot be
106 used with EGL (unless the EGL driver in use is <code>egl_glx</code>). To build
107 the OpenGL state tracker, one may append <code>glx</code> to
108 <code>--with-state-trackers</code> and manually build
109 <code>src/gallium/winsys/xlib/</code>.</p>
110
111 <h2>Use EGL</h2>
112
113 <p> The demos for OpenGL ES and OpenVG can be found in <code>progs/es1/</code>,
114 <code>progs/es2/</code> and <code>progs/openvg/</code>. You can use them to
115 test your build. For example,</p>
116
117 <pre>
118 $ cd progs/es1/xegl
119 $ make
120 $ ./torus
121 </pre>
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_DRIVER</code>
130
131 <p>This variable forces the specified EGL driver to be loaded. It comes in
132 handy when one wants to test a specific driver.</p>
133
134 </li>
135
136 <li><code>EGL_DISPLAY</code>
137
138 <p>When <code>EGL_DRIVER</code> is not set, the main library loads <em>all</em>
139 EGL drivers that support a certain window system. <code>EGL_DISPLAY</code> can
140 be used to specify the window system and the valid values are, for example,
141 <code>x11</code> or <code>kms</code>. When the variable is not set, the main
142 library defaults the value to the first window system listed in
143 <code>--with-egl-displays</code> at configuration time.
144
145 </li>
146
147 <li><code>EGL_LOG_LEVEL</code>
148
149 <p>This changes the log level of the main library and the drivers. The valid
150 values are: <code>debug</code>, <code>info</code>, <code>warning</code>, and
151 <code>fatal</code>.</p>
152
153 </li>
154
155 <li><code>EGL_SOFTWARE</code>
156
157 <p>For drivers that support both hardware and software rendering, setting this
158 variable to true forces the use of software rendering.</p>
159
160 </li>
161 </ul>
162
163 <h2>EGL Drivers</h2>
164
165 <p>There are two categories of EGL drivers: Gallium and classic.</p>
166
167 <p>Gallium EGL drivers supports all rendering APIs specified in EGL 1.4. The
168 support for optional EGL functions and EGL extensions is usually more complete
169 than the classic ones. These drivers depend on the <code>egl</code> state
170 tracker to build. The available drivers are</p>
171
172 <ul>
173 <li><code>egl_&lt;dpy&gt;_i915</code></li>
174 <li><code>egl_&lt;dpy&gt;_i965</code></li>
175 <li><code>egl_&lt;dpy&gt;_radeon</code></li>
176 <li><code>egl_&lt;dpy&gt;_nouveau</code></li>
177 <li><code>egl_&lt;dpy&gt;_swrast</code></li>
178 <li><code>egl_&lt;dpy&gt;_vmwgfx</code></li>
179 </ul>
180
181 <p><code>&lt;dpy&gt;</code> is given by <code>--with-egl-displays</code> at
182 configuration time. There will be one EGL driver for each combination of the
183 displays listed and the hardware drivers enabled.</p>
184
185 <p>Classic EGL drivers, on the other hand, supports only OpenGL as its
186 rendering API. They can be found under <code>src/egl/drivers/</code>. There
187 are 3 of them</p>
188
189 <ul>
190 <li><code>egl_glx</code>
191
192 <p>This driver provides a wrapper to GLX. It uses exclusively GLX to implement
193 the EGL API. It supports both direct and indirect rendering when the GLX does.
194 It is accelerated when the GLX is. As such, it cannot provide functions that
195 is not available in GLX or GLX extensions.</p>
196 </li>
197
198 <li><code>egl_xdri</code>
199
200 <p>This driver supports the X Window System as its window system. It functions
201 as a DRI driver loader and can load DRI/DRI2/DRISW drivers. Unlike
202 <code>egl_glx</code>, it has no dependency on <code>libGL</code>. It talks to
203 the X server directly using DRI or DRI2 protocols. It also talks minimal GLX
204 protocol for things like available visuals or fbconfigs. With direct access to
205 the DRI drivers, it has the potential to support more EGL functions that are
206 not possible with <code>egl_glx</code>.</p>
207
208 </li>
209 <li><code>egl_dri</code>
210
211 <p>This driver lacks maintenance and does <em>not</em> build. It is similiar
212 to <code>egl_xdri</code> in that it functions as a DRI driver loader. But
213 unlike <code>egl_xdri</code>, it supports Linux framebuffer devices as its
214 window system and supports EGL_MESA_screen_surface extension. It loads only
215 DRI1 drivers. As DRI1 drivers is phasing out, it might be better to rewrite
216 the driver to support KMS and DRI2.</p>
217
218 </li>
219 </ul>
220
221 <p>To use the classic drivers, one must manually set <code>EGL_DRIVER</code> at
222 runtime.</p>
223
224 <h2>Developers</h2>
225
226 <p>The sources of the main library and the classic drivers can be found at
227 <code>src/egl/</code>. The sources of the <code>egl</code> state tracker can
228 be found at <code>src/gallium/state_trackers/egl/</code>.</p>
229
230 <p>The suggested way to learn to write a EGL driver is to see how other drivers
231 are written. <code>egl_glx</code> should be a good reference. It works in any
232 environment that has GLX support, and it is simpler than most drivers.</p>
233
234 <h3>Lifetime of Display Resources</h3>
235
236 <p>Contexts and surfaces are examples of display resources. They might live
237 longer than the display that creates them.</p>
238
239 <p>In EGL, when a display is terminated through <code>eglTerminate</code>, all
240 display resources should be destroyed. Similarly, when a thread is released
241 throught <code>eglReleaseThread</code>, all current display resources should be
242 released. Another way to destory or release resources is through functions
243 such as <code>eglDestroySurface</code> or <code>eglMakeCurrent</code>.</p>
244
245 <p>When a resource that is current to some thread is destroyed, the resource
246 should not be destroyed immediately. EGL requires the resource to live until
247 it is no longer current. A driver usually calls
248 <code>eglIs&lt;Resource&gt;Bound</code> to check if a resource is bound
249 (current) to any thread in the destroy callbacks. If it is still bound, the
250 resource is not destroyed.</p>
251
252 <p>The main library will mark destroyed current resources as unlinked. In a
253 driver's <code>MakeCurrent</code> callback,
254 <code>eglIs&lt;Resource&gt;Linked</code> can then be called to check if a newly
255 released resource is linked to a display. If it is not, the last reference to
256 the resource is removed and the driver should destroy the resource. But it
257 should be careful here because <code>MakeCurrent</code> might be called with an
258 uninitialized display.</p>
259
260 <p>This is the only mechanism provided by the main library to help manage the
261 resources. The drivers are responsible to the correct behavior as defined by
262 EGL.</p>
263
264 <h3>TODOs</h3>
265
266 <ul>
267 <li>Thread safety</li>
268 <li>Pass the conformance tests</li>
269 <li>Better automatic driver selection: <code>EGL_DISPLAY</code> loads all
270 drivers and might eat too much memory.</li>
271 <li>Stop using <code>glxinit.c</code> and sources from <code>src/glx/x11/</code></li>
272
273 </ul>
274
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