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10 <div class="header">
11 <h1>The Mesa 3D Graphics Library</h1>
12 </div>
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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="http://www.khronos.org/egl/">
22 http://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 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-egl-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-egl-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: the platform the EGL native
87 types such as <code>EGLNativeDisplayType</code> or
88 <code>EGLNativeWindowType</code> defined for.</p>
89
90 <p>The available platforms are <code>x11</code>, <code>drm</code>,
91 <code>fbdev</code>, and <code>gdi</code>. The <code>gdi</code> platform can
92 only be built with SCons. Unless for special needs, the build system should
93 select the right platforms automatically.</p>
94
95 </dd>
96
97 <dt><code>--enable-gles1</code></dt>
98 <dt><code>--enable-gles2</code></dt>
99 <dd>
100
101 <p>These options enable OpenGL ES support in OpenGL. The result is one big
102 internal library that supports multiple APIs.</p>
103
104 </dd>
105
106 <dt><code>--enable-shared-glapi</code></dt>
107 <dd>
108
109 <p>By default, <code>libGL</code> has its own copy of <code>libglapi</code>.
110 This options makes <code>libGL</code> use the shared <code>libglapi</code>. This
111 is required if applications mix OpenGL and OpenGL ES.</p>
112
113 </dd>
114
115 </dl>
116
117 <h2>Use EGL</h2>
118
119 <h3>Demos</h3>
120
121 <p>There are demos for the client APIs supported by EGL. They can be found in
122 mesa/demos repository.</p>
123
124 <h3>Environment Variables</h3>
125
126 <p>There are several environment variables that control the behavior of EGL at
127 runtime</p>
128
129 <dl>
130 <dt><code>EGL_DRIVERS_PATH</code></dt>
131 <dd>
132
133 <p>By default, the main library will look for drivers in the directory where
134 the drivers are installed to. This variable specifies a list of
135 colon-separated directories where the main library will look for drivers, in
136 addition to the default directory. This variable is ignored for setuid/setgid
137 binaries.</p>
138
139 <p>This variable is usually set to test an uninstalled build. For example, one
140 may set</p>
141
142 <pre>
143 $ export LD_LIBRARY_PATH=$mesa/lib
144 $ export EGL_DRIVERS_PATH=$mesa/lib/egl
145 </pre>
146
147 <p>to test a build without installation</p>
148
149 </dd>
150
151 <dt><code>EGL_DRIVER</code></dt>
152 <dd>
153
154 <p>This variable specifies a full path to or the name of an EGL driver. It
155 forces the specified EGL driver to be loaded. It comes in handy when one wants
156 to test a specific driver. This variable is ignored for setuid/setgid
157 binaries.</p>
158
159 </dd>
160
161 <dt><code>EGL_PLATFORM</code></dt>
162 <dd>
163
164 <p>This variable specifies the native platform. The valid values are the same
165 as those for <code>--with-egl-platforms</code>. When the variable is not set,
166 the main library uses the first platform listed in
167 <code>--with-egl-platforms</code> as the native platform.</p>
168
169 <p>Extensions like <code>EGL_MESA_drm_display</code> define new functions to
170 create displays for non-native platforms. These extensions are usually used by
171 applications that support non-native platforms. Setting this variable is
172 probably required only for some of the demos found in mesa/demo repository.</p>
173
174 </dd>
175
176 <dt><code>EGL_LOG_LEVEL</code></dt>
177 <dd>
178
179 <p>This changes the log level of the main library and the drivers. The valid
180 values are: <code>debug</code>, <code>info</code>, <code>warning</code>, and
181 <code>fatal</code>.</p>
182
183 </dd>
184
185 <dt><code>EGL_SOFTWARE</code></dt>
186 <dd>
187
188 <p>For drivers that support both hardware and software rendering, setting this
189 variable to true forces the use of software rendering.</p>
190
191 </dd>
192 </dl>
193
194 <h2>EGL Drivers</h2>
195
196 <dl>
197 <dt><code>egl_dri2</code></dt>
198 <dd>
199
200 <p>This driver supports both <code>x11</code> and <code>drm</code> platforms.
201 It functions as a DRI driver loader. For <code>x11</code> support, it talks to
202 the X server directly using (XCB-)DRI2 protocol.</p>
203
204 <p>This driver can share DRI drivers with <code>libGL</code>.</p>
205
206 </dd>
207
208 <h2>Packaging</h2>
209
210 <p>The ABI between the main library and its drivers are not stable. Nor is
211 there a plan to stabilize it at the moment.</p>
212
213 <h2>Developers</h2>
214
215 <p>The sources of the main library and drivers can be found at
216 <code>src/egl/</code>.</p>
217
218 <h3>Lifetime of Display Resources</h3>
219
220 <p>Contexts and surfaces are examples of display resources. They might live
221 longer than the display that creates them.</p>
222
223 <p>In EGL, when a display is terminated through <code>eglTerminate</code>, all
224 display resources should be destroyed. Similarly, when a thread is released
225 through <code>eglReleaseThread</code>, all current display resources should be
226 released. Another way to destroy or release resources is through functions
227 such as <code>eglDestroySurface</code> or <code>eglMakeCurrent</code>.</p>
228
229 <p>When a resource that is current to some thread is destroyed, the resource
230 should not be destroyed immediately. EGL requires the resource to live until
231 it is no longer current. A driver usually calls
232 <code>eglIs&lt;Resource&gt;Bound</code> to check if a resource is bound
233 (current) to any thread in the destroy callbacks. If it is still bound, the
234 resource is not destroyed.</p>
235
236 <p>The main library will mark destroyed current resources as unlinked. In a
237 driver's <code>MakeCurrent</code> callback,
238 <code>eglIs&lt;Resource&gt;Linked</code> can then be called to check if a newly
239 released resource is linked to a display. If it is not, the last reference to
240 the resource is removed and the driver should destroy the resource. But it
241 should be careful here because <code>MakeCurrent</code> might be called with an
242 uninitialized display.</p>
243
244 <p>This is the only mechanism provided by the main library to help manage the
245 resources. The drivers are responsible to the correct behavior as defined by
246 EGL.</p>
247
248 <h3><code>EGL_RENDER_BUFFER</code></h3>
249
250 <p>In EGL, the color buffer a context should try to render to is decided by the
251 binding surface. It should try to render to the front buffer if the binding
252 surface has <code>EGL_RENDER_BUFFER</code> set to
253 <code>EGL_SINGLE_BUFFER</code>; If the same context is later bound to a
254 surface with <code>EGL_RENDER_BUFFER</code> set to
255 <code>EGL_BACK_BUFFER</code>, the context should try to render to the back
256 buffer. However, the context is allowed to make the final decision as to which
257 color buffer it wants to or is able to render to.</p>
258
259 <p>For pbuffer surfaces, the render buffer is always
260 <code>EGL_BACK_BUFFER</code>. And for pixmap surfaces, the render buffer is
261 always <code>EGL_SINGLE_BUFFER</code>. Unlike window surfaces, EGL spec
262 requires their <code>EGL_RENDER_BUFFER</code> values to be honored. As a
263 result, a driver should never set <code>EGL_PIXMAP_BIT</code> or
264 <code>EGL_PBUFFER_BIT</code> bits of a config if the contexts created with the
265 config won't be able to honor the <code>EGL_RENDER_BUFFER</code> of pixmap or
266 pbuffer surfaces.</p>
267
268 <p>It should also be noted that pixmap and pbuffer surfaces are assumed to be
269 single-buffered, in that <code>eglSwapBuffers</code> has no effect on them. It
270 is desirable that a driver allocates a private color buffer for each pbuffer
271 surface created. If the window system the driver supports has native pbuffers,
272 or if the native pixmaps have more than one color buffers, the driver should
273 carefully attach the native color buffers to the EGL surfaces, re-route them if
274 required.</p>
275
276 <p>There is no defined behavior as to, for example, how
277 <code>glDrawBuffer</code> interacts with <code>EGL_RENDER_BUFFER</code>. Right
278 now, it is desired that the draw buffer in a client API be fixed for pixmap and
279 pbuffer surfaces. Therefore, the driver is responsible to guarantee that the
280 client API renders to the specified render buffer for pixmap and pbuffer
281 surfaces.</p>
282
283 <h3><code>EGLDisplay</code> Mutex</h3>
284
285 The <code>EGLDisplay</code> will be locked before calling any of the dispatch
286 functions (well, except for GetProcAddress which does not take an
287 <code>EGLDisplay</code>). This guarantees that the same dispatch function will
288 not be called with the sample display at the same time. If a driver has access
289 to an <code>EGLDisplay</code> without going through the EGL APIs, the driver
290 should as well lock the display before using it.
291
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