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11 The Mesa
3D Graphics Library
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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>
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>
30 <p>The driver in use decides the window system to support.
</p>
36 <p>Configure your build with the desired client APIs and enable
37 the driver for your hardware. For example:
</p>
45 -D gallium-drivers=...
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>
54 <li>Build and install Mesa as usual.
</li>
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>
61 <h3>Configure Options
</h3>
63 <p>There are several options that control the build of EGL at configuration
67 <dt><code>-D egl=true
</code></dt>
70 <p>By default, EGL is enabled. When disabled, the main library and the drivers
71 will not be built.
</p>
75 <dt><code>-D platforms=...
</code></dt>
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>
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 The
<code>haiku
</code> platform can only be built with SCons or Meson.
90 Unless for special needs, the build system should
91 select the right platforms automatically.
</p>
95 <dt><code>-D gles1=true
</code> and
<code>-D gles2=true
</code></dt>
98 <p>These options enable OpenGL ES support in OpenGL. The result is one big
99 internal library that supports multiple APIs.
</p>
103 <dt><code>-D shared-glapi=true
</code></dt>
106 <p>By default,
<code>libGL
</code> has its own copy of
<code>libglapi
</code>.
107 This options makes
<code>libGL
</code> use the shared
<code>libglapi
</code>. This
108 is required if applications mix OpenGL and OpenGL ES.
</p>
118 <p>There are demos for the client APIs supported by EGL. They can be found in
119 mesa/demos repository.
</p>
121 <h3>Environment Variables
</h3>
123 <p>There are several environment variables that control the behavior of EGL at
127 <dt><code>EGL_PLATFORM
</code></dt>
130 <p>This variable specifies the native platform. The valid values are the same
131 as those for
<code>-D platforms=...
</code>. When the variable is not set,
132 the main library uses the first platform listed in
133 <code>-D platforms=...
</code> as the native platform.
</p>
135 <p>Extensions like
<code>EGL_MESA_drm_display
</code> define new functions to
136 create displays for non-native platforms. These extensions are usually used by
137 applications that support non-native platforms. Setting this variable is
138 probably required only for some of the demos found in mesa/demo repository.
</p>
142 <dt><code>EGL_LOG_LEVEL
</code></dt>
145 <p>This changes the log level of the main library and the drivers. The valid
146 values are:
<code>debug
</code>,
<code>info
</code>,
<code>warning
</code>, and
147 <code>fatal
</code>.
</p>
155 <dt><code>egl_dri2
</code></dt>
158 <p>This driver supports both
<code>x11
</code> and
<code>drm
</code> platforms.
159 It functions as a DRI driver loader. For
<code>x11
</code> support, it talks to
160 the X server directly using (XCB-)DRI2 protocol.
</p>
162 <p>This driver can share DRI drivers with
<code>libGL
</code>.
</p>
169 <p>The ABI between the main library and its drivers are not stable. Nor is
170 there a plan to stabilize it at the moment.
</p>
174 <p>The sources of the main library and drivers can be found at
175 <code>src/egl/
</code>.
</p>
177 <h3>Lifetime of Display Resources
</h3>
179 <p>Contexts and surfaces are examples of display resources. They might live
180 longer than the display that creates them.
</p>
182 <p>In EGL, when a display is terminated through
<code>eglTerminate
</code>, all
183 display resources should be destroyed. Similarly, when a thread is released
184 through
<code>eglReleaseThread
</code>, all current display resources should be
185 released. Another way to destroy or release resources is through functions
186 such as
<code>eglDestroySurface
</code> or
<code>eglMakeCurrent
</code>.
</p>
188 <p>When a resource that is current to some thread is destroyed, the resource
189 should not be destroyed immediately. EGL requires the resource to live until
190 it is no longer current. A driver usually calls
191 <code>eglIs
<Resource
>Bound
</code> to check if a resource is bound
192 (current) to any thread in the destroy callbacks. If it is still bound, the
193 resource is not destroyed.
</p>
195 <p>The main library will mark destroyed current resources as unlinked. In a
196 driver's
<code>MakeCurrent
</code> callback,
197 <code>eglIs
<Resource
>Linked
</code> can then be called to check if a newly
198 released resource is linked to a display. If it is not, the last reference to
199 the resource is removed and the driver should destroy the resource. But it
200 should be careful here because
<code>MakeCurrent
</code> might be called with an
201 uninitialized display.
</p>
203 <p>This is the only mechanism provided by the main library to help manage the
204 resources. The drivers are responsible to the correct behavior as defined by
207 <h3><code>EGL_RENDER_BUFFER
</code></h3>
209 <p>In EGL, the color buffer a context should try to render to is decided by the
210 binding surface. It should try to render to the front buffer if the binding
211 surface has
<code>EGL_RENDER_BUFFER
</code> set to
212 <code>EGL_SINGLE_BUFFER
</code>; If the same context is later bound to a
213 surface with
<code>EGL_RENDER_BUFFER
</code> set to
214 <code>EGL_BACK_BUFFER
</code>, the context should try to render to the back
215 buffer. However, the context is allowed to make the final decision as to which
216 color buffer it wants to or is able to render to.
</p>
218 <p>For pbuffer surfaces, the render buffer is always
219 <code>EGL_BACK_BUFFER
</code>. And for pixmap surfaces, the render buffer is
220 always
<code>EGL_SINGLE_BUFFER
</code>. Unlike window surfaces, EGL spec
221 requires their
<code>EGL_RENDER_BUFFER
</code> values to be honored. As a
222 result, a driver should never set
<code>EGL_PIXMAP_BIT
</code> or
223 <code>EGL_PBUFFER_BIT
</code> bits of a config if the contexts created with the
224 config won't be able to honor the
<code>EGL_RENDER_BUFFER
</code> of pixmap or
225 pbuffer surfaces.
</p>
227 <p>It should also be noted that pixmap and pbuffer surfaces are assumed to be
228 single-buffered, in that
<code>eglSwapBuffers
</code> has no effect on them. It
229 is desirable that a driver allocates a private color buffer for each pbuffer
230 surface created. If the window system the driver supports has native pbuffers,
231 or if the native pixmaps have more than one color buffers, the driver should
232 carefully attach the native color buffers to the EGL surfaces, re-route them if
235 <p>There is no defined behavior as to, for example, how
236 <code>glDrawBuffer
</code> interacts with
<code>EGL_RENDER_BUFFER
</code>. Right
237 now, it is desired that the draw buffer in a client API be fixed for pixmap and
238 pbuffer surfaces. Therefore, the driver is responsible to guarantee that the
239 client API renders to the specified render buffer for pixmap and pbuffer
242 <h3><code>EGLDisplay
</code> Mutex
</h3>
244 The
<code>EGLDisplay
</code> will be locked before calling any of the dispatch
245 functions (well, except for GetProcAddress which does not take an
246 <code>EGLDisplay
</code>). This guarantees that the same dispatch function will
247 not be called with the sample display at the same time. If a driver has access
248 to an
<code>EGLDisplay
</code> without going through the EGL APIs, the driver
249 should as well lock the display before using it.