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      9 <h1>Mesa EGL</h1>
     10 
     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>
     15 
     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>
     21 
     22 <p>The driver in use decides the window system to support.</p>
     23 
     24 <h2>Build EGL</h2>
     25 
     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>
     30 
     31 <pre>
     32   $ ./configure --enable-gles2 --enable-openvg --enable-gallium-nouveau
     33 </pre>
     34 
     35 <p>The main library and OpenGL is enabled by default.  The first option above
     36 enables <a href="opengles.html">OpenGL ES 2.x</a>.  The second option enables
     37 <a href="openvg.html">OpenVG</a>.</p>
     38 
     39 </li>
     40 
     41 <li>Build and install Mesa as usual.</li>
     42 </ol>
     43 
     44 <p>In the given example, it will build and install <code>libEGL</code>,
     45 <code>libGL</code>, <code>libGLESv1_CM</code>, <code>libGLESv2</code>,
     46 <code>libOpenVG</code>, and one or more EGL drivers.</p>
     47 
     48 <h3>Configure Options</h3>
     49 
     50 <p>There are several options that control the build of EGL at configuration
     51 time</p>
     52 
     53 <ul>
     54 <li><code>--enable-egl</code>
     55 
     56 <p>By default, EGL is enabled.  When disabled, the main library and the drivers
     57 will not be built.</p>
     58 
     59 </li>
     60 
     61 <li><code>--with-egl-driver-dir</code>
     62 
     63 <p>The directory EGL drivers should be installed to.  If not specified, EGL
     64 drivers will be installed to <code>${libdir}/egl</code>.</p>
     65 
     66 </li>
     67 
     68 <li><code>--with-egl-platforms</code>
     69 
     70 <p>List the platforms (window systems) to support.  Its argument is a comma
     71 seprated string such as <code>--with-egl-platforms=x11,drm</code>.  It decides
     72 the platforms a driver may support.  The first listed platform is also used by
     73 the main library to decide the native platform: the platform the EGL native
     74 types such as <code>EGLNativeDisplayType</code> or
     75 <code>EGLNativeWindowType</code> defined for.</p>
     76 
     77 <p>The available platforms are <code>x11</code>, <code>drm</code>,
     78 <code>fbdev</code>, and <code>gdi</code>.  The <code>gdi</code> platform can
     79 only be built with SCons.  Unless for special needs, the build system should
     80 select the right platforms automatically.</p>
     81 
     82 </li>
     83 
     84 <li><code>--enable-gles1</code> and <code>--enable-gles2</code>
     85 
     86 <p>These options enable OpenGL ES support in OpenGL.  The result is one big
     87 internal library that supports multiple APIs.</p>
     88 
     89 </li>
     90 
     91 <li><code>--enable-gles-overlay</code>
     92 
     93 <p>This option enables OpenGL ES as separate internal libraries.  This is an
     94 alternative approach to enable OpenGL ES.</p>
     95 
     96 <p>This is only supported by <code>egl_gallium</code>.  For systems using DRI
     97 drivers, <code>--enable-gles1</code> and <code>--enable-gles2</code> are
     98 suggested instead as all drivers will benefit.</p>
     99 
    100 </li>
    101 
    102 <li><code>--enable-openvg</code>
    103 
    104 <p>OpenVG must be explicitly enabled by this option.</p>
    105 
    106 </li>
    107 
    108 <li><code>--enable-gallium-egl</code>
    109 
    110 <p>Explicitly enable or disable <code>egl_gallium</code>.</p>
    111 
    112 </li>
    113 
    114 </ul>
    115 
    116 <h2>Use EGL</h2>
    117 
    118 <h3>Demos</h3>
    119 
    120 <p>There are demos for the client APIs supported by EGL.  They can be found in
    121 mesa/demos repository.</p>
    122 
    123 <h3>Environment Variables</h3>
    124 
    125 <p>There are several environment variables that control the behavior of EGL at
    126 runtime</p>
    127 
    128 <ul>
    129 <li><code>EGL_DRIVERS_PATH</code>
    130 
    131 <p>By default, the main library will look for drivers in the directory where
    132 the drivers are installed to.  This variable specifies a list of
    133 colon-separated directories where the main library will look for drivers, in
    134 addition to the default directory.  This variable is ignored for setuid/setgid
    135 binaries.</p>
    136 
    137 <p>This variable is usually set to test an uninstalled build.  For example, one
    138 may set</p>
    139 
    140 <pre>
    141   $ export LD_LIBRARY_PATH=$mesa/lib
    142   $ export EGL_DRIVERS_PATH=$mesa/lib/egl
    143 </pre>
    144 
    145 <p>to test a build without installation</p>
    146 
    147 </li>
    148 
    149 <li><code>EGL_DRIVER</code>
    150 
    151 <p>This variable specifies a full path to an EGL driver and it forces the
    152 specified EGL driver to be loaded.  It comes in handy when one wants to test a
    153 specific driver.  This variable is ignored for setuid/setgid binaries.</p>
    154 
    155 </li>
    156 
    157 <li><code>EGL_PLATFORM</code>
    158 
    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>
    163 
    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>
    168 
    169 </li>
    170 
    171 <li><code>EGL_LOG_LEVEL</code>
    172 
    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>
    176 
    177 </li>
    178 
    179 <li><code>EGL_SOFTWARE</code>
    180 
    181 <p>For drivers that support both hardware and software rendering, setting this
    182 variable to true forces the use of software rendering.</p>
    183 
    184 </li>
    185 </ul>
    186 
    187 <h2>EGL Drivers</h2>
    188 
    189 <ul>
    190 <li><code>egl_dri2</code>
    191 
    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>
    195 
    196 <p>This driver can share DRI drivers with <code>libGL</code>.</p>
    197 
    198 </li>
    199 
    200 <li><code>egl_gallium</code>
    201 
    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>
    205 
    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>
    209 
    210 </li>
    211 
    212 <li><code>egl_glx</code>
    213 
    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>
    220 
    221 <h2>Packaging</h2>
    222 
    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>
    229 
    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 may either be disabled with <code>--disable-gallium-egl</code> or packaged
    234 separately.</p>
    235 
    236 <h2>Developers</h2>
    237 
    238 <p>The sources of the main library and the classic drivers can be found at
    239 <code>src/egl/</code>.  The sources of the <code>egl</code> state tracker can
    240 be found at <code>src/gallium/state_trackers/egl/</code>.</p>
    241 
    242 <p>The suggested way to learn to write a EGL driver is to see how other drivers
    243 are written.  <code>egl_glx</code> should be a good reference.  It works in any
    244 environment that has GLX support, and it is simpler than most drivers.</p>
    245 
    246 <h3>Lifetime of Display Resources</h3>
    247 
    248 <p>Contexts and surfaces are examples of display resources.  They might live
    249 longer than the display that creates them.</p>
    250 
    251 <p>In EGL, when a display is terminated through <code>eglTerminate</code>, all
    252 display resources should be destroyed.  Similarly, when a thread is released
    253 throught <code>eglReleaseThread</code>, all current display resources should be
    254 released.  Another way to destory or release resources is through functions
    255 such as <code>eglDestroySurface</code> or <code>eglMakeCurrent</code>.</p>
    256 
    257 <p>When a resource that is current to some thread is destroyed, the resource
    258 should not be destroyed immediately.  EGL requires the resource to live until
    259 it is no longer current.  A driver usually calls
    260 <code>eglIs&lt;Resource&gt;Bound</code> to check if a resource is bound
    261 (current) to any thread in the destroy callbacks.  If it is still bound, the
    262 resource is not destroyed.</p>
    263 
    264 <p>The main library will mark destroyed current resources as unlinked.  In a
    265 driver's <code>MakeCurrent</code> callback,
    266 <code>eglIs&lt;Resource&gt;Linked</code> can then be called to check if a newly
    267 released resource is linked to a display.  If it is not, the last reference to
    268 the resource is removed and the driver should destroy the resource.  But it
    269 should be careful here because <code>MakeCurrent</code> might be called with an
    270 uninitialized display.</p>
    271 
    272 <p>This is the only mechanism provided by the main library to help manage the
    273 resources.  The drivers are responsible to the correct behavior as defined by
    274 EGL.</p>
    275 
    276 <h3><code>EGL_RENDER_BUFFER</code></h3>
    277 
    278 <p>In EGL, the color buffer a context should try to render to is decided by the
    279 binding surface.  It should try to render to the front buffer if the binding
    280 surface has <code>EGL_RENDER_BUFFER</code> set to
    281 <code>EGL_SINGLE_BUFFER</code>;  If the same context is later bound to a
    282 surface with <code>EGL_RENDER_BUFFER</code> set to
    283 <code>EGL_BACK_BUFFER</code>, the context should try to render to the back
    284 buffer.  However, the context is allowed to make the final decision as to which
    285 color buffer it wants to or is able to render to.</p>
    286 
    287 <p>For pbuffer surfaces, the render buffer is always
    288 <code>EGL_BACK_BUFFER</code>.  And for pixmap surfaces, the render buffer is
    289 always <code>EGL_SINGLE_BUFFER</code>.  Unlike window surfaces, EGL spec
    290 requires their <code>EGL_RENDER_BUFFER</code> values to be honored.  As a
    291 result, a driver should never set <code>EGL_PIXMAP_BIT</code> or
    292 <code>EGL_PBUFFER_BIT</code> bits of a config if the contexts created with the
    293 config won't be able to honor the <code>EGL_RENDER_BUFFER</code> of pixmap or
    294 pbuffer surfaces.</p>
    295 
    296 <p>It should also be noted that pixmap and pbuffer surfaces are assumed to be
    297 single-buffered, in that <code>eglSwapBuffers</code> has no effect on them.  It
    298 is desirable that a driver allocates a private color buffer for each pbuffer
    299 surface created.  If the window system the driver supports has native pbuffers,
    300 or if the native pixmaps have more than one color buffers, the driver should
    301 carefully attach the native color buffers to the EGL surfaces, re-route them if
    302 required.</p>
    303 
    304 <p>There is no defined behavior as to, for example, how
    305 <code>glDrawBuffer</code> interacts with <code>EGL_RENDER_BUFFER</code>.  Right
    306 now, it is desired that the draw buffer in a client API be fixed for pixmap and
    307 pbuffer surfaces.  Therefore, the driver is responsible to guarantee that the
    308 client API renders to the specified render buffer for pixmap and pbuffer
    309 surfaces.</p>
    310 
    311 <h3><code>EGLDisplay</code> Mutex</h3>
    312 
    313 The <code>EGLDisplay</code> will be locked before calling any of the dispatch
    314 functions (well, except for GetProcAddress which does not take an
    315 <code>EGLDisplay</code>).  This guarantees that the same dispatch function will
    316 not be called with the sample display at the same time.  If a driver has access
    317 to an <code>EGLDisplay</code> without going through the EGL APIs, the driver
    318 should as well lock the display before using it.
    319 
    320 <h3>TODOs</h3>
    321 
    322 <ul>
    323 <li>Pass the conformance tests</li>
    324 <li>Mixed use of OpenGL, OpenGL ES 1.1, and OpenGL ES 2.0 is supported.  But
    325 which one of <code>libGL.so</code>, <code>libGLESv1_CM.so</code>, and
    326 <code>libGLESv2.so</code> should an application link to?  Bad things may happen
    327 when, say, an application is linked to <code>libGLESv2.so</code> and
    328 <code>libcairo</code>, which is linked to <code>libGL.so</code> instead.</li>
    329 
    330 </ul>
    331 
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