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     10 <h1>Mesa EGL</h1>
     11 
     12 <p>The current version of EGL in Mesa implements EGL 1.4.  More information
     13 about EGL can be found at
     14 <a href="http://www.khronos.org/egl/" target="_parent">
     15 http://www.khronos.org/egl/</a>.</p>
     16 
     17 <p>The Mesa's implementation of EGL uses a driver architecture.  The main
     18 library (<code>libEGL</code>) is window system neutral.  It provides the EGL
     19 API entry points and helper functions for use by the drivers.  Drivers are
     20 dynamically loaded by the main library and most of the EGL API calls are
     21 directly dispatched to the drivers.</p>
     22 
     23 <p>The driver in use decides the window system to support.</p>
     24 
     25 <h2>Build EGL</h2>
     26 
     27 <ol>
     28 <li>
     29 <p>Run <code>configure</code> with the desired client APIs and enable
     30 the driver for your hardware.  For example</p>
     31 
     32 <pre>
     33   $ ./configure --enable-gles1 --enable-gles2 \
     34                 --with-dri-drivers=... \
     35                 --with-gallium-drivers=...
     36 </pre>
     37 
     38 <p>The main library and OpenGL is enabled by default.  The first two options
     39 above enables <a href="opengles.html">OpenGL ES 1.x and 2.x</a>.  The last two
     40 options enables the listed classic and and Gallium drivers respectively.</p>
     41 
     42 </li>
     43 
     44 <li>Build and install Mesa as usual.</li>
     45 </ol>
     46 
     47 <p>In the given example, it will build and install <code>libEGL</code>,
     48 <code>libGL</code>, <code>libGLESv1_CM</code>, <code>libGLESv2</code>, and one
     49 or more EGL drivers.</p>
     50 
     51 <h3>Configure Options</h3>
     52 
     53 <p>There are several options that control the build of EGL at configuration
     54 time</p>
     55 
     56 <ul>
     57 <li><code>--enable-egl</code>
     58 
     59 <p>By default, EGL is enabled.  When disabled, the main library and the drivers
     60 will not be built.</p>
     61 
     62 </li>
     63 
     64 <li><code>--with-egl-driver-dir</code>
     65 
     66 <p>The directory EGL drivers should be installed to.  If not specified, EGL
     67 drivers will be installed to <code>${libdir}/egl</code>.</p>
     68 
     69 </li>
     70 
     71 <li><code>--enable-gallium-egl</code>
     72 
     73 <p>Enable the optional <code>egl_gallium</code> driver.</p>
     74 
     75 </li>
     76 
     77 <li><code>--with-egl-platforms</code>
     78 
     79 <p>List the platforms (window systems) to support.  Its argument is a comma
     80 seprated string such as <code>--with-egl-platforms=x11,drm</code>.  It decides
     81 the platforms a driver may support.  The first listed platform is also used by
     82 the main library to decide the native platform: the platform the EGL native
     83 types such as <code>EGLNativeDisplayType</code> or
     84 <code>EGLNativeWindowType</code> defined for.</p>
     85 
     86 <p>The available platforms are <code>x11</code>, <code>drm</code>,
     87 <code>fbdev</code>, and <code>gdi</code>.  The <code>gdi</code> platform can
     88 only be built with SCons.  Unless for special needs, the build system should
     89 select the right platforms automatically.</p>
     90 
     91 </li>
     92 
     93 <li><code>--enable-gles1</code> and <code>--enable-gles2</code>
     94 
     95 <p>These options enable OpenGL ES support in OpenGL.  The result is one big
     96 internal library that supports multiple APIs.</p>
     97 
     98 </li>
     99 
    100 <li><code>--enable-shared-glapi</code>
    101 
    102 <p>By default, <code>libGL</code> has its own copy of <code>libglapi</code>.
    103 This options makes <code>libGL</code> use the shared <code>libglapi</code>.  This
    104 is required if applications mix OpenGL and OpenGL ES.</p>
    105 
    106 </li>
    107 
    108 <li><code>--enable-openvg</code>
    109 
    110 <p>OpenVG must be explicitly enabled by this option.</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 or the name of an EGL driver.  It
    152 forces the specified EGL driver to be loaded.  It comes in handy when one wants
    153 to test a specific driver.  This variable is ignored for setuid/setgid
    154 binaries.</p>
    155 
    156 </li>
    157 
    158 <li><code>EGL_PLATFORM</code>
    159 
    160 <p>This variable specifies the native platform.  The valid values are the same
    161 as those for <code>--with-egl-platforms</code>.  When the variable is not set,
    162 the main library uses the first platform listed in
    163 <code>--with-egl-platforms</code> as the native platform.</p>
    164 
    165 <p>Extensions like <code>EGL_MESA_drm_display</code> define new functions to
    166 create displays for non-native platforms.  These extensions are usually used by
    167 applications that support non-native platforms.  Setting this variable is
    168 probably required only for some of the demos found in mesa/demo repository.</p>
    169 
    170 </li>
    171 
    172 <li><code>EGL_LOG_LEVEL</code>
    173 
    174 <p>This changes the log level of the main library and the drivers.  The valid
    175 values are: <code>debug</code>, <code>info</code>, <code>warning</code>, and
    176 <code>fatal</code>.</p>
    177 
    178 </li>
    179 
    180 <li><code>EGL_SOFTWARE</code>
    181 
    182 <p>For drivers that support both hardware and software rendering, setting this
    183 variable to true forces the use of software rendering.</p>
    184 
    185 </li>
    186 </ul>
    187 
    188 <h2>EGL Drivers</h2>
    189 
    190 <ul>
    191 <li><code>egl_dri2</code>
    192 
    193 <p>This driver supports both <code>x11</code> and <code>drm</code> platforms.
    194 It functions as a DRI driver loader.  For <code>x11</code> support, it talks to
    195 the X server directly using (XCB-)DRI2 protocol.</p>
    196 
    197 <p>This driver can share DRI drivers with <code>libGL</code>.</p>
    198 
    199 </li>
    200 
    201 <li><code>egl_gallium</code>
    202 
    203 <p>This driver is based on Gallium3D.  It supports all rendering APIs and
    204 hardwares supported by Gallium3D.  It is the only driver that supports OpenVG.
    205 The supported platforms are X11, DRM, FBDEV, and GDI.</p>
    206 
    207 <p>This driver comes with its own hardware drivers
    208 (<code>pipe_&lt;hw&gt;</code>) and client API modules
    209 (<code>st_&lt;api&gt;</code>).</p>
    210 
    211 </li>
    212 
    213 <li><code>egl_glx</code>
    214 
    215 <p>This driver provides a wrapper to GLX.  It uses exclusively GLX to implement
    216 the EGL API.  It supports both direct and indirect rendering when the GLX does.
    217 It is accelerated when the GLX is.  As such, it cannot provide functions that
    218 is not available in GLX or GLX extensions.</p>
    219 </li>
    220 </ul>
    221 
    222 <h2>Packaging</h2>
    223 
    224 <p>The ABI between the main library and its drivers are not stable.  Nor is
    225 there a plan to stabilize it at the moment.  Of the EGL drivers,
    226 <code>egl_gallium</code> has its own hardware drivers and client API modules.
    227 They are considered internal to <code>egl_gallium</code> and there is also no
    228 stable ABI between them.  These should be kept in mind when packaging for
    229 distribution.</p>
    230 
    231 <p>Generally, <code>egl_dri2</code> is preferred over <code>egl_gallium</code>
    232 when the system already has DRI drivers.  As <code>egl_gallium</code> is loaded
    233 before <code>egl_dri2</code> when both are available, <code>egl_gallium</code>
    234 is disabled by default.</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 
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