abd4b7b85f3a12cca1aae2f655b6ce9852e751fb
[mesa.git] / docs / egl.rst
1 EGL
2 ===
3
4 The current version of EGL in Mesa implements EGL 1.4. More information
5 about EGL can be found at https://www.khronos.org/egl/.
6
7 The Mesa's implementation of EGL uses a driver architecture. The main
8 library (``libEGL``) is window system neutral. It provides the EGL API
9 entry points and helper functions for use by the drivers. Drivers are
10 dynamically loaded by the main library and most of the EGL API calls are
11 directly dispatched to the drivers.
12
13 The driver in use decides the window system to support.
14
15 Build EGL
16 ---------
17
18 #. Configure your build with the desired client APIs and enable the
19 driver for your hardware. For example:
20
21 .. code-block:: console
22
23 $ meson configure \
24 -D egl=true \
25 -D gles1=true \
26 -D gles2=true \
27 -D dri-drivers=... \
28 -D gallium-drivers=...
29
30 The main library and OpenGL is enabled by default. The first two
31 options above enables :doc:`OpenGL ES 1.x and 2.x <opengles>`. The
32 last two options enables the listed classic and Gallium drivers
33 respectively.
34
35 #. Build and install Mesa as usual.
36
37 In the given example, it will build and install ``libEGL``, ``libGL``,
38 ``libGLESv1_CM``, ``libGLESv2``, and one or more EGL drivers.
39
40 Configure Options
41 ~~~~~~~~~~~~~~~~~
42
43 There are several options that control the build of EGL at configuration
44 time
45
46 ``-D egl=true``
47 By default, EGL is enabled. When disabled, the main library and the
48 drivers will not be built.
49
50 ``-D platforms=...``
51 List the platforms (window systems) to support. Its argument is a
52 comma separated string such as ``-D platforms=x11,wayland``. It decides
53 the platforms a driver may support. The first listed platform is also
54 used by the main library to decide the native platform.
55
56 The available platforms are ``x11``, ``wayland``,
57 ``android``, and ``haiku``. The ``android`` platform
58 can either be built as a system component, part of AOSP, using
59 ``Android.mk`` files, or cross-compiled using appropriate options.
60 Unless for special needs, the build system should select the right
61 platforms automatically.
62
63 ``-D gles1=true`` and ``-D gles2=true``
64 These options enable OpenGL ES support in OpenGL. The result is one
65 big internal library that supports multiple APIs.
66
67 ``-D shared-glapi=true``
68 By default, ``libGL`` has its own copy of ``libglapi``. This options
69 makes ``libGL`` use the shared ``libglapi``. This is required if
70 applications mix OpenGL and OpenGL ES.
71
72 Use EGL
73 -------
74
75 Demos
76 ~~~~~
77
78 There are demos for the client APIs supported by EGL. They can be found
79 in mesa/demos repository.
80
81 Environment Variables
82 ~~~~~~~~~~~~~~~~~~~~~
83
84 There are several environment variables that control the behavior of EGL
85 at runtime
86
87 ``EGL_PLATFORM``
88 This variable specifies the native platform. The valid values are the
89 same as those for ``-D platforms=...``. When the variable is not set,
90 the main library uses the first platform listed in
91 ``-D platforms=...`` as the native platform.
92
93 Extensions like ``EGL_MESA_drm_display`` define new functions to
94 create displays for non-native platforms. These extensions are
95 usually used by applications that support non-native platforms.
96 Setting this variable is probably required only for some of the demos
97 found in mesa/demo repository.
98
99 ``EGL_LOG_LEVEL``
100 This changes the log level of the main library and the drivers. The
101 valid values are: ``debug``, ``info``, ``warning``, and ``fatal``.
102
103 Packaging
104 ---------
105
106 The ABI between the main library and its drivers are not stable. Nor is
107 there a plan to stabilize it at the moment.
108
109 Developers
110 ----------
111
112 The sources of the main library and drivers can be found at
113 ``src/egl/``.
114
115 The code basically consists of two things:
116
117 1. An EGL API dispatcher. This directly routes all the ``eglFooBar()``
118 API calls into driver-specific functions.
119
120 2. Two EGL drivers (``dri2`` and ``haiku``), implementing the API
121 functions handling the platforms' specifics.
122
123 Two of API functions are optional (``eglQuerySurface()`` and
124 ``eglSwapInterval()``); the former provides fallback for all the
125 platform-agnostic attributes (ie. everything except ``EGL_WIDTH``
126 & ``EGL_HEIGHT``), and the latter just silently pretends the API call
127 succeeded (as per EGL spec).
128
129 A driver _could_ implement all the other EGL API functions, but several of
130 them are only needed for extensions, like ``eglSwapBuffersWithDamageEXT()``.
131
132 Bootstrapping
133 ~~~~~~~~~~~~~
134
135 When the apps calls ``eglInitialize()``, the driver's ``Initialize()``
136 function is called. If the first driver initialisation attempt fails,
137 a second one is tried using only software components (this can be forced
138 using the ``LIBGL_ALWAYS_SOFTWARE`` environment variable). Typically,
139 this function takes care of setting up visual configs, creating EGL
140 devices, etc.
141
142 Teardown
143 ~~~~~~~~
144
145 When ``eglTerminate()`` is called, the ``driver->Terminate()`` function
146 is called. The driver should clean up after itself.
147
148 Subclassing
149 ~~~~~~~~~~~
150
151 The internal libEGL data structures such as ``_EGLDisplay``,
152 ``_EGLContext``, ``_EGLSurface``, etc. should be considered base classes
153 from which drivers will derive subclasses.
154
155 EGL Drivers
156 -----------
157
158 ``egl_dri2``
159 This driver supports several platforms: ``android``, ``device``,
160 ``drm, ``surfaceless``, ``wayland`` and ``x11``. It functions as
161 a DRI driver loader. For ``x11`` support, it talks to the X server
162 directly using (XCB-)DRI3 protocol when available, and falls back to
163 DRI2 if necessary (can be forced with ``LIBGL_DRI3_DISABLE``).
164
165 This driver can share DRI drivers with ``libGL``.
166
167 ``haiku``
168 This driver supports only the `Haiku <https://haiku-os.org>`__
169 platform. It is also much less feature-complete than ``egl_dri2``,
170 supporting only part of EGL 1.4 and none of the extensions beyond it.
171
172 Lifetime of Display Resources
173 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
174
175 Contexts and surfaces are examples of display resources. They might live
176 longer than the display that creates them.
177
178 In EGL, when a display is terminated through ``eglTerminate``, all
179 display resources should be destroyed. Similarly, when a thread is
180 released through ``eglReleaseThread``, all current display resources
181 should be released. Another way to destroy or release resources is
182 through functions such as ``eglDestroySurface`` or ``eglMakeCurrent``.
183
184 When a resource that is current to some thread is destroyed, the
185 resource should not be destroyed immediately. EGL requires the resource
186 to live until it is no longer current. A driver usually calls
187 ``eglIs<Resource>Bound`` to check if a resource is bound (current) to
188 any thread in the destroy callbacks. If it is still bound, the resource
189 is not destroyed.
190
191 The main library will mark destroyed current resources as unlinked. In a
192 driver's ``MakeCurrent`` callback, ``eglIs<Resource>Linked`` can then be
193 called to check if a newly released resource is linked to a display. If
194 it is not, the last reference to the resource is removed and the driver
195 should destroy the resource. But it should be careful here because
196 ``MakeCurrent`` might be called with an uninitialized display.
197
198 This is the only mechanism provided by the main library to help manage
199 the resources. The drivers are responsible to the correct behavior as
200 defined by EGL.
201
202 ``EGL_RENDER_BUFFER``
203 ~~~~~~~~~~~~~~~~~~~~~
204
205 In EGL, the color buffer a context should try to render to is decided by
206 the binding surface. It should try to render to the front buffer if the
207 binding surface has ``EGL_RENDER_BUFFER`` set to ``EGL_SINGLE_BUFFER``;
208 If the same context is later bound to a surface with
209 ``EGL_RENDER_BUFFER`` set to ``EGL_BACK_BUFFER``, the context should try
210 to render to the back buffer. However, the context is allowed to make
211 the final decision as to which color buffer it wants to or is able to
212 render to.
213
214 For pbuffer surfaces, the render buffer is always ``EGL_BACK_BUFFER``.
215 And for pixmap surfaces, the render buffer is always
216 ``EGL_SINGLE_BUFFER``. Unlike window surfaces, EGL spec requires their
217 ``EGL_RENDER_BUFFER`` values to be honored. As a result, a driver should
218 never set ``EGL_PIXMAP_BIT`` or ``EGL_PBUFFER_BIT`` bits of a config if
219 the contexts created with the config won't be able to honor the
220 ``EGL_RENDER_BUFFER`` of pixmap or pbuffer surfaces.
221
222 It should also be noted that pixmap and pbuffer surfaces are assumed to
223 be single-buffered, in that ``eglSwapBuffers`` has no effect on them. It
224 is desirable that a driver allocates a private color buffer for each
225 pbuffer surface created. If the window system the driver supports has
226 native pbuffers, or if the native pixmaps have more than one color
227 buffers, the driver should carefully attach the native color buffers to
228 the EGL surfaces, re-route them if required.
229
230 There is no defined behavior as to, for example, how ``glDrawBuffer``
231 interacts with ``EGL_RENDER_BUFFER``. Right now, it is desired that the
232 draw buffer in a client API be fixed for pixmap and pbuffer surfaces.
233 Therefore, the driver is responsible to guarantee that the client API
234 renders to the specified render buffer for pixmap and pbuffer surfaces.
235
236 ``EGLDisplay`` Mutex
237 ~~~~~~~~~~~~~~~~~~~~
238
239 The ``EGLDisplay`` will be locked before calling any of the dispatch
240 functions (well, except for GetProcAddress which does not take an
241 ``EGLDisplay``). This guarantees that the same dispatch function will
242 not be called with the same display at the same time. If a driver has
243 access to an ``EGLDisplay`` without going through the EGL APIs, the
244 driver should as well lock the display before using it.