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