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