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      5   <title>Mesa EGL</title>
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     10 <div class="header">
     11   <h1>The Mesa 3D Graphics Library</h1>
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     13 
     14 <iframe src="contents.html"></iframe>
     15 <div class="content">
     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>Configure your build with the desired client APIs and enable
     37 the driver for your hardware.  For example:</p>
     38 
     39 <pre>
     40 $ meson configure \
     41         -D egl=true \
     42         -D gles1=true \
     43         -D gles2=true \
     44         -D dri-drivers=... \
     45         -D gallium-drivers=...
     46 </pre>
     47 
     48 <p>The main library and OpenGL is enabled by default.  The first two options
     49 above enables <a href="opengles.html">OpenGL ES 1.x and 2.x</a>.  The last two
     50 options enables the listed classic and Gallium drivers respectively.</p>
     51 
     52 </li>
     53 
     54 <li>Build and install Mesa as usual.</li>
     55 </ol>
     56 
     57 <p>In the given example, it will build and install <code>libEGL</code>,
     58 <code>libGL</code>, <code>libGLESv1_CM</code>, <code>libGLESv2</code>, and one
     59 or more EGL drivers.</p>
     60 
     61 <h3>Configure Options</h3>
     62 
     63 <p>There are several options that control the build of EGL at configuration
     64 time</p>
     65 
     66 <dl>
     67 <dt><code>-D egl=true</code></dt>
     68 <dd>
     69 
     70 <p>By default, EGL is enabled.  When disabled, the main library and the drivers
     71 will not be built.</p>
     72 
     73 </dd>
     74 
     75 <dt><code>-D platforms=...</code></dt>
     76 <dd>
     77 
     78 <p>List the platforms (window systems) to support.  Its argument is a comma
     79 separated string such as <code>-D 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.</p>
     82 
     83 <p>The available platforms are <code>x11</code>, <code>drm</code>,
     84 <code>wayland</code>, <code>surfaceless</code>, <code>android</code>,
     85 and <code>haiku</code>.
     86 The <code>android</code> platform can either be built as a system
     87 component, part of AOSP, using <code>Android.mk</code> files, or
     88 cross-compiled using appropriate options.
     89 The <code>haiku</code> platform can only be built with SCons or Meson.
     90 Unless for special needs, the build system should
     91 select the right platforms automatically.</p>
     92 
     93 </dd>
     94 
     95 <dt><code>-D gles1=true</code></dt>
     96 <dt><code>-D gles2=true</code></dt>
     97 <dd>
     98 
     99 <p>These options enable OpenGL ES support in OpenGL.  The result is one big
    100 internal library that supports multiple APIs.</p>
    101 
    102 </dd>
    103 
    104 <dt><code>-D shared-glapi=true</code></dt>
    105 <dd>
    106 
    107 <p>By default, <code>libGL</code> has its own copy of <code>libglapi</code>.
    108 This options makes <code>libGL</code> use the shared <code>libglapi</code>.  This
    109 is required if applications mix OpenGL and OpenGL ES.</p>
    110 
    111 </dd>
    112 
    113 </dl>
    114 
    115 <h2>Use EGL</h2>
    116 
    117 <h3>Demos</h3>
    118 
    119 <p>There are demos for the client APIs supported by EGL.  They can be found in
    120 mesa/demos repository.</p>
    121 
    122 <h3>Environment Variables</h3>
    123 
    124 <p>There are several environment variables that control the behavior of EGL at
    125 runtime</p>
    126 
    127 <dl>
    128 <dt><code>EGL_PLATFORM</code></dt>
    129 <dd>
    130 
    131 <p>This variable specifies the native platform.  The valid values are the same
    132 as those for <code>-D platforms=...</code>.  When the variable is not set,
    133 the main library uses the first platform listed in
    134 <code>-D platforms=...</code> as the native platform.</p>
    135 
    136 <p>Extensions like <code>EGL_MESA_drm_display</code> define new functions to
    137 create displays for non-native platforms.  These extensions are usually used by
    138 applications that support non-native platforms.  Setting this variable is
    139 probably required only for some of the demos found in mesa/demo repository.</p>
    140 
    141 </dd>
    142 
    143 <dt><code>EGL_LOG_LEVEL</code></dt>
    144 <dd>
    145 
    146 <p>This changes the log level of the main library and the drivers.  The valid
    147 values are: <code>debug</code>, <code>info</code>, <code>warning</code>, and
    148 <code>fatal</code>.</p>
    149 
    150 </dd>
    151 </dl>
    152 
    153 <h2>EGL Drivers</h2>
    154 
    155 <dl>
    156 <dt><code>egl_dri2</code></dt>
    157 <dd>
    158 
    159 <p>This driver supports both <code>x11</code> and <code>drm</code> platforms.
    160 It functions as a DRI driver loader.  For <code>x11</code> support, it talks to
    161 the X server directly using (XCB-)DRI2 protocol.</p>
    162 
    163 <p>This driver can share DRI drivers with <code>libGL</code>.</p>
    164 
    165 </dd>
    166 </dl>
    167 
    168 <h2>Packaging</h2>
    169 
    170 <p>The ABI between the main library and its drivers are not stable.  Nor is
    171 there a plan to stabilize it at the moment.</p>
    172 
    173 <h2>Developers</h2>
    174 
    175 <p>The sources of the main library and drivers can be found at
    176 <code>src/egl/</code>.</p>
    177 
    178 <h3>Lifetime of Display Resources</h3>
    179 
    180 <p>Contexts and surfaces are examples of display resources.  They might live
    181 longer than the display that creates them.</p>
    182 
    183 <p>In EGL, when a display is terminated through <code>eglTerminate</code>, all
    184 display resources should be destroyed.  Similarly, when a thread is released
    185 through <code>eglReleaseThread</code>, all current display resources should be
    186 released.  Another way to destroy or release resources is through functions
    187 such as <code>eglDestroySurface</code> or <code>eglMakeCurrent</code>.</p>
    188 
    189 <p>When a resource that is current to some thread is destroyed, the resource
    190 should not be destroyed immediately.  EGL requires the resource to live until
    191 it is no longer current.  A driver usually calls
    192 <code>eglIs&lt;Resource&gt;Bound</code> to check if a resource is bound
    193 (current) to any thread in the destroy callbacks.  If it is still bound, the
    194 resource is not destroyed.</p>
    195 
    196 <p>The main library will mark destroyed current resources as unlinked.  In a
    197 driver's <code>MakeCurrent</code> callback,
    198 <code>eglIs&lt;Resource&gt;Linked</code> can then be called to check if a newly
    199 released resource is linked to a display.  If it is not, the last reference to
    200 the resource is removed and the driver should destroy the resource.  But it
    201 should be careful here because <code>MakeCurrent</code> might be called with an
    202 uninitialized display.</p>
    203 
    204 <p>This is the only mechanism provided by the main library to help manage the
    205 resources.  The drivers are responsible to the correct behavior as defined by
    206 EGL.</p>
    207 
    208 <h3><code>EGL_RENDER_BUFFER</code></h3>
    209 
    210 <p>In EGL, the color buffer a context should try to render to is decided by the
    211 binding surface.  It should try to render to the front buffer if the binding
    212 surface has <code>EGL_RENDER_BUFFER</code> set to
    213 <code>EGL_SINGLE_BUFFER</code>;  If the same context is later bound to a
    214 surface with <code>EGL_RENDER_BUFFER</code> set to
    215 <code>EGL_BACK_BUFFER</code>, the context should try to render to the back
    216 buffer.  However, the context is allowed to make the final decision as to which
    217 color buffer it wants to or is able to render to.</p>
    218 
    219 <p>For pbuffer surfaces, the render buffer is always
    220 <code>EGL_BACK_BUFFER</code>.  And for pixmap surfaces, the render buffer is
    221 always <code>EGL_SINGLE_BUFFER</code>.  Unlike window surfaces, EGL spec
    222 requires their <code>EGL_RENDER_BUFFER</code> values to be honored.  As a
    223 result, a driver should never set <code>EGL_PIXMAP_BIT</code> or
    224 <code>EGL_PBUFFER_BIT</code> bits of a config if the contexts created with the
    225 config won't be able to honor the <code>EGL_RENDER_BUFFER</code> of pixmap or
    226 pbuffer surfaces.</p>
    227 
    228 <p>It should also be noted that pixmap and pbuffer surfaces are assumed to be
    229 single-buffered, in that <code>eglSwapBuffers</code> has no effect on them.  It
    230 is desirable that a driver allocates a private color buffer for each pbuffer
    231 surface created.  If the window system the driver supports has native pbuffers,
    232 or if the native pixmaps have more than one color buffers, the driver should
    233 carefully attach the native color buffers to the EGL surfaces, re-route them if
    234 required.</p>
    235 
    236 <p>There is no defined behavior as to, for example, how
    237 <code>glDrawBuffer</code> interacts with <code>EGL_RENDER_BUFFER</code>.  Right
    238 now, it is desired that the draw buffer in a client API be fixed for pixmap and
    239 pbuffer surfaces.  Therefore, the driver is responsible to guarantee that the
    240 client API renders to the specified render buffer for pixmap and pbuffer
    241 surfaces.</p>
    242 
    243 <h3><code>EGLDisplay</code> Mutex</h3>
    244 
    245 The <code>EGLDisplay</code> will be locked before calling any of the dispatch
    246 functions (well, except for GetProcAddress which does not take an
    247 <code>EGLDisplay</code>).  This guarantees that the same dispatch function will
    248 not be called with the sample display at the same time.  If a driver has access
    249 to an <code>EGLDisplay</code> without going through the EGL APIs, the driver
    250 should as well lock the display before using it.
    251 
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