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3 <title>Mesa EGL</title>
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9 <h1>Mesa EGL</h1>
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>
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>
22 <p>The driver in use decides the window system to support.</p>
24 <h2>Build EGL</h2>
26 <ol>
27 <li>
28 <p>Run <code>configure</code> with the desired client APIs and enable
29 the driver for your hardware. For example</p>
31 <pre>
32 $ ./configure --enable-gles1 --enable-gles2 \
33 --with-dri-drivers=... \
34 --with-gallium-drivers=...
35 </pre>
37 <p>The main library and OpenGL is enabled by default. The first two options
38 above enables <a href="opengles.html">OpenGL ES 1.x and 2.x</a>. The last two
39 options enables the listed classic and and Gallium drivers respectively.</p>
41 </li>
43 <li>Build and install Mesa as usual.</li>
44 </ol>
46 <p>In the given example, it will build and install <code>libEGL</code>,
47 <code>libGL</code>, <code>libGLESv1_CM</code>, <code>libGLESv2</code>, and one
48 or more EGL drivers.</p>
50 <h3>Configure Options</h3>
52 <p>There are several options that control the build of EGL at configuration
53 time</p>
55 <ul>
56 <li><code>--enable-egl</code>
58 <p>By default, EGL is enabled. When disabled, the main library and the drivers
59 will not be built.</p>
61 </li>
63 <li><code>--with-egl-driver-dir</code>
65 <p>The directory EGL drivers should be installed to. If not specified, EGL
66 drivers will be installed to <code>${libdir}/egl</code>.</p>
68 </li>
70 <li><code>--enable-gallium-egl</code>
72 <p>Enable the optional <code>egl_gallium</code> driver.</p>
74 </li>
76 <li><code>--with-egl-platforms</code>
78 <p>List the platforms (window systems) to support. Its argument is a comma
79 seprated string such as <code>--with-egl-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: the platform the EGL native
82 types such as <code>EGLNativeDisplayType</code> or
83 <code>EGLNativeWindowType</code> defined for.</p>
85 <p>The available platforms are <code>x11</code>, <code>drm</code>,
86 <code>fbdev</code>, and <code>gdi</code>. The <code>gdi</code> platform can
87 only be built with SCons. Unless for special needs, the build system should
88 select the right platforms automatically.</p>
90 </li>
92 <li><code>--enable-gles1</code> and <code>--enable-gles2</code>
94 <p>These options enable OpenGL ES support in OpenGL. The result is one big
95 internal library that supports multiple APIs.</p>
97 </li>
99 <li><code>--enable-shared-glapi</code>
101 <p>By default, <code>libGL</code> has its own copy of <code>libglapi</code>.
102 This options makes <code>libGL</code> use the shared <code>libglapi</code>. This
103 is required if applications mix OpenGL and OpenGL ES.</p>
105 </li>
107 <li><code>--enable-openvg</code>
109 <p>OpenVG must be explicitly enabled by this option.</p>
111 </li>
113 </ul>
115 <h2>Use EGL</h2>
117 <h3>Demos</h3>
119 <p>There are demos for the client APIs supported by EGL. They can be found in
120 mesa/demos repository.</p>
122 <h3>Environment Variables</h3>
124 <p>There are several environment variables that control the behavior of EGL at
125 runtime</p>
127 <ul>
128 <li><code>EGL_DRIVERS_PATH</code>
130 <p>By default, the main library will look for drivers in the directory where
131 the drivers are installed to. This variable specifies a list of
132 colon-separated directories where the main library will look for drivers, in
133 addition to the default directory. This variable is ignored for setuid/setgid
134 binaries.</p>
136 <p>This variable is usually set to test an uninstalled build. For example, one
137 may set</p>
139 <pre>
140 $ export LD_LIBRARY_PATH=$mesa/lib
141 $ export EGL_DRIVERS_PATH=$mesa/lib/egl
142 </pre>
144 <p>to test a build without installation</p>
146 </li>
148 <li><code>EGL_DRIVER</code>
150 <p>This variable specifies a full path to or the name of an EGL driver. It
151 forces the specified EGL driver to be loaded. It comes in handy when one wants
152 to test a specific driver. This variable is ignored for setuid/setgid
153 binaries.</p>
155 </li>
157 <li><code>EGL_PLATFORM</code>
159 <p>This variable specifies the native platform. The valid values are the same
160 as those for <code>--with-egl-platforms</code>. When the variable is not set,
161 the main library uses the first platform listed in
162 <code>--with-egl-platforms</code> as the native platform.</p>
164 <p>Extensions like <code>EGL_MESA_drm_display</code> define new functions to
165 create displays for non-native platforms. These extensions are usually used by
166 applications that support non-native platforms. Setting this variable is
167 probably required only for some of the demos found in mesa/demo repository.</p>
169 </li>
171 <li><code>EGL_LOG_LEVEL</code>
173 <p>This changes the log level of the main library and the drivers. The valid
174 values are: <code>debug</code>, <code>info</code>, <code>warning</code>, and
175 <code>fatal</code>.</p>
177 </li>
179 <li><code>EGL_SOFTWARE</code>
181 <p>For drivers that support both hardware and software rendering, setting this
182 variable to true forces the use of software rendering.</p>
184 </li>
185 </ul>
187 <h2>EGL Drivers</h2>
189 <ul>
190 <li><code>egl_dri2</code>
192 <p>This driver supports both <code>x11</code> and <code>drm</code> platforms.
193 It functions as a DRI driver loader. For <code>x11</code> support, it talks to
194 the X server directly using (XCB-)DRI2 protocol.</p>
196 <p>This driver can share DRI drivers with <code>libGL</code>.</p>
198 </li>
200 <li><code>egl_gallium</code>
202 <p>This driver is based on Gallium3D. It supports all rendering APIs and
203 hardwares supported by Gallium3D. It is the only driver that supports OpenVG.
204 The supported platforms are X11, DRM, FBDEV, and GDI.</p>
206 <p>This driver comes with its own hardware drivers
207 (<code>pipe_&lt;hw&gt;</code>) and client API modules
208 (<code>st_&lt;api&gt;</code>).</p>
210 </li>
212 <li><code>egl_glx</code>
214 <p>This driver provides a wrapper to GLX. It uses exclusively GLX to implement
215 the EGL API. It supports both direct and indirect rendering when the GLX does.
216 It is accelerated when the GLX is. As such, it cannot provide functions that
217 is not available in GLX or GLX extensions.</p>
218 </li>
219 </ul>
221 <h2>Packaging</h2>
223 <p>The ABI between the main library and its drivers are not stable. Nor is
224 there a plan to stabilize it at the moment. Of the EGL drivers,
225 <code>egl_gallium</code> has its own hardware drivers and client API modules.
226 They are considered internal to <code>egl_gallium</code> and there is also no
227 stable ABI between them. These should be kept in mind when packaging for
228 distribution.</p>
230 <p>Generally, <code>egl_dri2</code> is preferred over <code>egl_gallium</code>
231 when the system already has DRI drivers. As <code>egl_gallium</code> is loaded
232 before <code>egl_dri2</code> when both are available, <code>egl_gallium</code>
233 is disabled by default.</p>
235 <h2>Developers</h2>
237 <p>The sources of the main library and the classic drivers can be found at
238 <code>src/egl/</code>. The sources of the <code>egl</code> state tracker can
239 be found at <code>src/gallium/state_trackers/egl/</code>.</p>
241 <p>The suggested way to learn to write a EGL driver is to see how other drivers
242 are written. <code>egl_glx</code> should be a good reference. It works in any
243 environment that has GLX support, and it is simpler than most drivers.</p>
245 <h3>Lifetime of Display Resources</h3>
247 <p>Contexts and surfaces are examples of display resources. They might live
248 longer than the display that creates them.</p>
250 <p>In EGL, when a display is terminated through <code>eglTerminate</code>, all
251 display resources should be destroyed. Similarly, when a thread is released
252 throught <code>eglReleaseThread</code>, all current display resources should be
253 released. Another way to destory or release resources is through functions
254 such as <code>eglDestroySurface</code> or <code>eglMakeCurrent</code>.</p>
256 <p>When a resource that is current to some thread is destroyed, the resource
257 should not be destroyed immediately. EGL requires the resource to live until
258 it is no longer current. A driver usually calls
259 <code>eglIs&lt;Resource&gt;Bound</code> to check if a resource is bound
260 (current) to any thread in the destroy callbacks. If it is still bound, the
261 resource is not destroyed.</p>
263 <p>The main library will mark destroyed current resources as unlinked. In a
264 driver's <code>MakeCurrent</code> callback,
265 <code>eglIs&lt;Resource&gt;Linked</code> can then be called to check if a newly
266 released resource is linked to a display. If it is not, the last reference to
267 the resource is removed and the driver should destroy the resource. But it
268 should be careful here because <code>MakeCurrent</code> might be called with an
269 uninitialized display.</p>
271 <p>This is the only mechanism provided by the main library to help manage the
272 resources. The drivers are responsible to the correct behavior as defined by
273 EGL.</p>
275 <h3><code>EGL_RENDER_BUFFER</code></h3>
277 <p>In EGL, the color buffer a context should try to render to is decided by the
278 binding surface. It should try to render to the front buffer if the binding
279 surface has <code>EGL_RENDER_BUFFER</code> set to
280 <code>EGL_SINGLE_BUFFER</code>; If the same context is later bound to a
281 surface with <code>EGL_RENDER_BUFFER</code> set to
282 <code>EGL_BACK_BUFFER</code>, the context should try to render to the back
283 buffer. However, the context is allowed to make the final decision as to which
284 color buffer it wants to or is able to render to.</p>
286 <p>For pbuffer surfaces, the render buffer is always
287 <code>EGL_BACK_BUFFER</code>. And for pixmap surfaces, the render buffer is
288 always <code>EGL_SINGLE_BUFFER</code>. Unlike window surfaces, EGL spec
289 requires their <code>EGL_RENDER_BUFFER</code> values to be honored. As a
290 result, a driver should never set <code>EGL_PIXMAP_BIT</code> or
291 <code>EGL_PBUFFER_BIT</code> bits of a config if the contexts created with the
292 config won't be able to honor the <code>EGL_RENDER_BUFFER</code> of pixmap or
293 pbuffer surfaces.</p>
295 <p>It should also be noted that pixmap and pbuffer surfaces are assumed to be
296 single-buffered, in that <code>eglSwapBuffers</code> has no effect on them. It
297 is desirable that a driver allocates a private color buffer for each pbuffer
298 surface created. If the window system the driver supports has native pbuffers,
299 or if the native pixmaps have more than one color buffers, the driver should
300 carefully attach the native color buffers to the EGL surfaces, re-route them if
301 required.</p>
303 <p>There is no defined behavior as to, for example, how
304 <code>glDrawBuffer</code> interacts with <code>EGL_RENDER_BUFFER</code>. Right
305 now, it is desired that the draw buffer in a client API be fixed for pixmap and
306 pbuffer surfaces. Therefore, the driver is responsible to guarantee that the
307 client API renders to the specified render buffer for pixmap and pbuffer
308 surfaces.</p>
310 <h3><code>EGLDisplay</code> Mutex</h3>
312 The <code>EGLDisplay</code> will be locked before calling any of the dispatch
313 functions (well, except for GetProcAddress which does not take an
314 <code>EGLDisplay</code>). This guarantees that the same dispatch function will
315 not be called with the sample display at the same time. If a driver has access
316 to an <code>EGLDisplay</code> without going through the EGL APIs, the driver
317 should as well lock the display before using it.
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