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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="http://www.khronos.org/egl/">
     22 http://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 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-egl-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-egl-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: the platform the EGL native
     87 types such as <code>EGLNativeDisplayType</code> or
     88 <code>EGLNativeWindowType</code> defined for.</p>
     89 
     90 <p>The available platforms are <code>x11</code>, <code>drm</code>,
     91 <code>wayland</code>, <code>surfaceless</code>, <code>android</code>,
     92 and <code>haiku</code>.
     93 The <code>android</code> platform can either be built as a system
     94 component, part of AOSP, using <code>Android.mk</code> files, or
     95 cross-compiled using appropriate <code>configure</code> options.
     96 The <code>haiku</code> platform can only be built with SCons.
     97 Unless for special needs, the build system should
     98 select the right platforms automatically.</p>
     99 
    100 </dd>
    101 
    102 <dt><code>--enable-gles1</code></dt>
    103 <dt><code>--enable-gles2</code></dt>
    104 <dd>
    105 
    106 <p>These options enable OpenGL ES support in OpenGL.  The result is one big
    107 internal library that supports multiple APIs.</p>
    108 
    109 </dd>
    110 
    111 <dt><code>--enable-shared-glapi</code></dt>
    112 <dd>
    113 
    114 <p>By default, <code>libGL</code> has its own copy of <code>libglapi</code>.
    115 This options makes <code>libGL</code> use the shared <code>libglapi</code>.  This
    116 is required if applications mix OpenGL and OpenGL ES.</p>
    117 
    118 </dd>
    119 
    120 </dl>
    121 
    122 <h2>Use EGL</h2>
    123 
    124 <h3>Demos</h3>
    125 
    126 <p>There are demos for the client APIs supported by EGL.  They can be found in
    127 mesa/demos repository.</p>
    128 
    129 <h3>Environment Variables</h3>
    130 
    131 <p>There are several environment variables that control the behavior of EGL at
    132 runtime</p>
    133 
    134 <dl>
    135 <dt><code>EGL_DRIVERS_PATH</code></dt>
    136 <dd>
    137 
    138 <p>By default, the main library will look for drivers in the directory where
    139 the drivers are installed to.  This variable specifies a list of
    140 colon-separated directories where the main library will look for drivers, in
    141 addition to the default directory.  This variable is ignored for setuid/setgid
    142 binaries.</p>
    143 
    144 <p>This variable is usually set to test an uninstalled build.  For example, one
    145 may set</p>
    146 
    147 <pre>
    148   $ export LD_LIBRARY_PATH=$mesa/lib
    149   $ export EGL_DRIVERS_PATH=$mesa/lib/egl
    150 </pre>
    151 
    152 <p>to test a build without installation</p>
    153 
    154 </dd>
    155 
    156 <dt><code>EGL_DRIVER</code></dt>
    157 <dd>
    158 
    159 <p>This variable specifies a full path to or the name of an EGL driver.  It
    160 forces the specified EGL driver to be loaded.  It comes in handy when one wants
    161 to test a specific driver.  This variable is ignored for setuid/setgid
    162 binaries.</p>
    163 
    164 </dd>
    165 
    166 <dt><code>EGL_PLATFORM</code></dt>
    167 <dd>
    168 
    169 <p>This variable specifies the native platform.  The valid values are the same
    170 as those for <code>--with-egl-platforms</code>.  When the variable is not set,
    171 the main library uses the first platform listed in
    172 <code>--with-egl-platforms</code> as the native platform.</p>
    173 
    174 <p>Extensions like <code>EGL_MESA_drm_display</code> define new functions to
    175 create displays for non-native platforms.  These extensions are usually used by
    176 applications that support non-native platforms.  Setting this variable is
    177 probably required only for some of the demos found in mesa/demo repository.</p>
    178 
    179 </dd>
    180 
    181 <dt><code>EGL_LOG_LEVEL</code></dt>
    182 <dd>
    183 
    184 <p>This changes the log level of the main library and the drivers.  The valid
    185 values are: <code>debug</code>, <code>info</code>, <code>warning</code>, and
    186 <code>fatal</code>.</p>
    187 
    188 </dd>
    189 </dl>
    190 
    191 <h2>EGL Drivers</h2>
    192 
    193 <dl>
    194 <dt><code>egl_dri2</code></dt>
    195 <dd>
    196 
    197 <p>This driver supports both <code>x11</code> and <code>drm</code> platforms.
    198 It functions as a DRI driver loader.  For <code>x11</code> support, it talks to
    199 the X server directly using (XCB-)DRI2 protocol.</p>
    200 
    201 <p>This driver can share DRI drivers with <code>libGL</code>.</p>
    202 
    203 </dd>
    204 
    205 <h2>Packaging</h2>
    206 
    207 <p>The ABI between the main library and its drivers are not stable.  Nor is
    208 there a plan to stabilize it at the moment.</p>
    209 
    210 <h2>Developers</h2>
    211 
    212 <p>The sources of the main library and drivers can be found at
    213 <code>src/egl/</code>.</p>
    214 
    215 <h3>Lifetime of Display Resources</h3>
    216 
    217 <p>Contexts and surfaces are examples of display resources.  They might live
    218 longer than the display that creates them.</p>
    219 
    220 <p>In EGL, when a display is terminated through <code>eglTerminate</code>, all
    221 display resources should be destroyed.  Similarly, when a thread is released
    222 through <code>eglReleaseThread</code>, all current display resources should be
    223 released.  Another way to destroy or release resources is through functions
    224 such as <code>eglDestroySurface</code> or <code>eglMakeCurrent</code>.</p>
    225 
    226 <p>When a resource that is current to some thread is destroyed, the resource
    227 should not be destroyed immediately.  EGL requires the resource to live until
    228 it is no longer current.  A driver usually calls
    229 <code>eglIs&lt;Resource&gt;Bound</code> to check if a resource is bound
    230 (current) to any thread in the destroy callbacks.  If it is still bound, the
    231 resource is not destroyed.</p>
    232 
    233 <p>The main library will mark destroyed current resources as unlinked.  In a
    234 driver's <code>MakeCurrent</code> callback,
    235 <code>eglIs&lt;Resource&gt;Linked</code> can then be called to check if a newly
    236 released resource is linked to a display.  If it is not, the last reference to
    237 the resource is removed and the driver should destroy the resource.  But it
    238 should be careful here because <code>MakeCurrent</code> might be called with an
    239 uninitialized display.</p>
    240 
    241 <p>This is the only mechanism provided by the main library to help manage the
    242 resources.  The drivers are responsible to the correct behavior as defined by
    243 EGL.</p>
    244 
    245 <h3><code>EGL_RENDER_BUFFER</code></h3>
    246 
    247 <p>In EGL, the color buffer a context should try to render to is decided by the
    248 binding surface.  It should try to render to the front buffer if the binding
    249 surface has <code>EGL_RENDER_BUFFER</code> set to
    250 <code>EGL_SINGLE_BUFFER</code>;  If the same context is later bound to a
    251 surface with <code>EGL_RENDER_BUFFER</code> set to
    252 <code>EGL_BACK_BUFFER</code>, the context should try to render to the back
    253 buffer.  However, the context is allowed to make the final decision as to which
    254 color buffer it wants to or is able to render to.</p>
    255 
    256 <p>For pbuffer surfaces, the render buffer is always
    257 <code>EGL_BACK_BUFFER</code>.  And for pixmap surfaces, the render buffer is
    258 always <code>EGL_SINGLE_BUFFER</code>.  Unlike window surfaces, EGL spec
    259 requires their <code>EGL_RENDER_BUFFER</code> values to be honored.  As a
    260 result, a driver should never set <code>EGL_PIXMAP_BIT</code> or
    261 <code>EGL_PBUFFER_BIT</code> bits of a config if the contexts created with the
    262 config won't be able to honor the <code>EGL_RENDER_BUFFER</code> of pixmap or
    263 pbuffer surfaces.</p>
    264 
    265 <p>It should also be noted that pixmap and pbuffer surfaces are assumed to be
    266 single-buffered, in that <code>eglSwapBuffers</code> has no effect on them.  It
    267 is desirable that a driver allocates a private color buffer for each pbuffer
    268 surface created.  If the window system the driver supports has native pbuffers,
    269 or if the native pixmaps have more than one color buffers, the driver should
    270 carefully attach the native color buffers to the EGL surfaces, re-route them if
    271 required.</p>
    272 
    273 <p>There is no defined behavior as to, for example, how
    274 <code>glDrawBuffer</code> interacts with <code>EGL_RENDER_BUFFER</code>.  Right
    275 now, it is desired that the draw buffer in a client API be fixed for pixmap and
    276 pbuffer surfaces.  Therefore, the driver is responsible to guarantee that the
    277 client API renders to the specified render buffer for pixmap and pbuffer
    278 surfaces.</p>
    279 
    280 <h3><code>EGLDisplay</code> Mutex</h3>
    281 
    282 The <code>EGLDisplay</code> will be locked before calling any of the dispatch
    283 functions (well, except for GetProcAddress which does not take an
    284 <code>EGLDisplay</code>).  This guarantees that the same dispatch function will
    285 not be called with the sample display at the same time.  If a driver has access
    286 to an <code>EGLDisplay</code> without going through the EGL APIs, the driver
    287 should as well lock the display before using it.
    288 
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