egl.html revision 848b8605
1<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd"> 2<html lang="en"> 3<head> 4 <meta http-equiv="content-type" content="text/html; charset=utf-8"> 5 <title>Mesa EGL</title> 6 <link rel="stylesheet" type="text/css" href="mesa.css"> 7</head> 8<body> 9 10<div class="header"> 11 <h1>The Mesa 3D Graphics Library</h1> 12</div> 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 20about EGL can be found at 21<a href="http://www.khronos.org/egl/"> 22http://www.khronos.org/egl/</a>.</p> 23 24<p>The Mesa's implementation of EGL uses a driver architecture. The main 25library (<code>libEGL</code>) is window system neutral. It provides the EGL 26API entry points and helper functions for use by the drivers. Drivers are 27dynamically loaded by the main library and most of the EGL API calls are 28directly 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 37the 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 46above enables <a href="opengles.html">OpenGL ES 1.x and 2.x</a>. The last two 47options 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 56or 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 61time</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 68will 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 76drivers will be installed to <code>${libdir}/egl</code>.</p> 77 78</dd> 79 80<dt><code>--enable-gallium-egl</code></dt> 81<dd> 82 83<p>Enable the optional <code>egl_gallium</code> driver.</p> 84 85</dd> 86 87<dt><code>--with-egl-platforms</code></dt> 88<dd> 89 90<p>List the platforms (window systems) to support. Its argument is a comma 91separated string such as <code>--with-egl-platforms=x11,drm</code>. It decides 92the platforms a driver may support. The first listed platform is also used by 93the main library to decide the native platform: the platform the EGL native 94types such as <code>EGLNativeDisplayType</code> or 95<code>EGLNativeWindowType</code> defined for.</p> 96 97<p>The available platforms are <code>x11</code>, <code>drm</code>, 98<code>fbdev</code>, and <code>gdi</code>. The <code>gdi</code> platform can 99only be built with SCons. Unless for special needs, the build system should 100select the right platforms automatically.</p> 101 102</dd> 103 104<dt><code>--enable-gles1</code></dt> 105<dt><code>--enable-gles2</code></dt> 106<dd> 107 108<p>These options enable OpenGL ES support in OpenGL. The result is one big 109internal library that supports multiple APIs.</p> 110 111</dd> 112 113<dt><code>--enable-shared-glapi</code></dt> 114<dd> 115 116<p>By default, <code>libGL</code> has its own copy of <code>libglapi</code>. 117This options makes <code>libGL</code> use the shared <code>libglapi</code>. This 118is required if applications mix OpenGL and OpenGL ES.</p> 119 120</dd> 121 122<dt><code>--enable-openvg</code></dt> 123<dd> 124 125<p>OpenVG must be explicitly enabled by this option.</p> 126 127</dd> 128 129</dl> 130 131<h2>Use EGL</h2> 132 133<h3>Demos</h3> 134 135<p>There are demos for the client APIs supported by EGL. They can be found in 136mesa/demos repository.</p> 137 138<h3>Environment Variables</h3> 139 140<p>There are several environment variables that control the behavior of EGL at 141runtime</p> 142 143<dl> 144<dt><code>EGL_DRIVERS_PATH</code></dt> 145<dd> 146 147<p>By default, the main library will look for drivers in the directory where 148the drivers are installed to. This variable specifies a list of 149colon-separated directories where the main library will look for drivers, in 150addition to the default directory. This variable is ignored for setuid/setgid 151binaries.</p> 152 153<p>This variable is usually set to test an uninstalled build. For example, one 154may set</p> 155 156<pre> 157 $ export LD_LIBRARY_PATH=$mesa/lib 158 $ export EGL_DRIVERS_PATH=$mesa/lib/egl 159</pre> 160 161<p>to test a build without installation</p> 162 163</dd> 164 165<dt><code>EGL_DRIVER</code></dt> 166<dd> 167 168<p>This variable specifies a full path to or the name of an EGL driver. It 169forces the specified EGL driver to be loaded. It comes in handy when one wants 170to test a specific driver. This variable is ignored for setuid/setgid 171binaries.</p> 172 173</dd> 174 175<dt><code>EGL_PLATFORM</code></dt> 176<dd> 177 178<p>This variable specifies the native platform. The valid values are the same 179as those for <code>--with-egl-platforms</code>. When the variable is not set, 180the main library uses the first platform listed in 181<code>--with-egl-platforms</code> as the native platform.</p> 182 183<p>Extensions like <code>EGL_MESA_drm_display</code> define new functions to 184create displays for non-native platforms. These extensions are usually used by 185applications that support non-native platforms. Setting this variable is 186probably required only for some of the demos found in mesa/demo repository.</p> 187 188</dd> 189 190<dt><code>EGL_LOG_LEVEL</code></dt> 191<dd> 192 193<p>This changes the log level of the main library and the drivers. The valid 194values are: <code>debug</code>, <code>info</code>, <code>warning</code>, and 195<code>fatal</code>.</p> 196 197</dd> 198 199<dt><code>EGL_SOFTWARE</code></dt> 200<dd> 201 202<p>For drivers that support both hardware and software rendering, setting this 203variable to true forces the use of software rendering.</p> 204 205</dd> 206</dl> 207 208<h2>EGL Drivers</h2> 209 210<dl> 211<dt><code>egl_dri2</code></dt> 212<dd> 213 214<p>This driver supports both <code>x11</code> and <code>drm</code> platforms. 215It functions as a DRI driver loader. For <code>x11</code> support, it talks to 216the X server directly using (XCB-)DRI2 protocol.</p> 217 218<p>This driver can share DRI drivers with <code>libGL</code>.</p> 219 220</dd> 221 222<dt><code>egl_gallium</code></dt> 223<dd> 224 225<p>This driver is based on Gallium3D. It supports all rendering APIs and 226hardware supported by Gallium3D. It is the only driver that supports OpenVG. 227The supported platforms are X11, DRM, FBDEV, and GDI.</p> 228 229<p>This driver comes with its own hardware drivers 230(<code>pipe_<hw></code>) and client API modules 231(<code>st_<api></code>).</p> 232 233</dd> 234 235<h2>Packaging</h2> 236 237<p>The ABI between the main library and its drivers are not stable. Nor is 238there a plan to stabilize it at the moment. Of the EGL drivers, 239<code>egl_gallium</code> has its own hardware drivers and client API modules. 240They are considered internal to <code>egl_gallium</code> and there is also no 241stable ABI between them. These should be kept in mind when packaging for 242distribution.</p> 243 244<p>Generally, <code>egl_dri2</code> is preferred over <code>egl_gallium</code> 245when the system already has DRI drivers. As <code>egl_gallium</code> is loaded 246before <code>egl_dri2</code> when both are available, <code>egl_gallium</code> 247is disabled by default.</p> 248 249<h2>Developers</h2> 250 251<p>The sources of the main library and the classic drivers can be found at 252<code>src/egl/</code>. The sources of the <code>egl</code> state tracker can 253be found at <code>src/gallium/state_trackers/egl/</code>.</p> 254 255<h3>Lifetime of Display Resources</h3> 256 257<p>Contexts and surfaces are examples of display resources. They might live 258longer than the display that creates them.</p> 259 260<p>In EGL, when a display is terminated through <code>eglTerminate</code>, all 261display resources should be destroyed. Similarly, when a thread is released 262through <code>eglReleaseThread</code>, all current display resources should be 263released. Another way to destroy or release resources is through functions 264such as <code>eglDestroySurface</code> or <code>eglMakeCurrent</code>.</p> 265 266<p>When a resource that is current to some thread is destroyed, the resource 267should not be destroyed immediately. EGL requires the resource to live until 268it is no longer current. A driver usually calls 269<code>eglIs<Resource>Bound</code> to check if a resource is bound 270(current) to any thread in the destroy callbacks. If it is still bound, the 271resource is not destroyed.</p> 272 273<p>The main library will mark destroyed current resources as unlinked. In a 274driver's <code>MakeCurrent</code> callback, 275<code>eglIs<Resource>Linked</code> can then be called to check if a newly 276released resource is linked to a display. If it is not, the last reference to 277the resource is removed and the driver should destroy the resource. But it 278should be careful here because <code>MakeCurrent</code> might be called with an 279uninitialized display.</p> 280 281<p>This is the only mechanism provided by the main library to help manage the 282resources. The drivers are responsible to the correct behavior as defined by 283EGL.</p> 284 285<h3><code>EGL_RENDER_BUFFER</code></h3> 286 287<p>In EGL, the color buffer a context should try to render to is decided by the 288binding surface. It should try to render to the front buffer if the binding 289surface has <code>EGL_RENDER_BUFFER</code> set to 290<code>EGL_SINGLE_BUFFER</code>; If the same context is later bound to a 291surface with <code>EGL_RENDER_BUFFER</code> set to 292<code>EGL_BACK_BUFFER</code>, the context should try to render to the back 293buffer. However, the context is allowed to make the final decision as to which 294color buffer it wants to or is able to render to.</p> 295 296<p>For pbuffer surfaces, the render buffer is always 297<code>EGL_BACK_BUFFER</code>. And for pixmap surfaces, the render buffer is 298always <code>EGL_SINGLE_BUFFER</code>. Unlike window surfaces, EGL spec 299requires their <code>EGL_RENDER_BUFFER</code> values to be honored. As a 300result, a driver should never set <code>EGL_PIXMAP_BIT</code> or 301<code>EGL_PBUFFER_BIT</code> bits of a config if the contexts created with the 302config won't be able to honor the <code>EGL_RENDER_BUFFER</code> of pixmap or 303pbuffer surfaces.</p> 304 305<p>It should also be noted that pixmap and pbuffer surfaces are assumed to be 306single-buffered, in that <code>eglSwapBuffers</code> has no effect on them. It 307is desirable that a driver allocates a private color buffer for each pbuffer 308surface created. If the window system the driver supports has native pbuffers, 309or if the native pixmaps have more than one color buffers, the driver should 310carefully attach the native color buffers to the EGL surfaces, re-route them if 311required.</p> 312 313<p>There is no defined behavior as to, for example, how 314<code>glDrawBuffer</code> interacts with <code>EGL_RENDER_BUFFER</code>. Right 315now, it is desired that the draw buffer in a client API be fixed for pixmap and 316pbuffer surfaces. Therefore, the driver is responsible to guarantee that the 317client API renders to the specified render buffer for pixmap and pbuffer 318surfaces.</p> 319 320<h3><code>EGLDisplay</code> Mutex</h3> 321 322The <code>EGLDisplay</code> will be locked before calling any of the dispatch 323functions (well, except for GetProcAddress which does not take an 324<code>EGLDisplay</code>). This guarantees that the same dispatch function will 325not be called with the sample display at the same time. If a driver has access 326to an <code>EGLDisplay</code> without going through the EGL APIs, the driver 327should as well lock the display before using it. 328 329</div> 330</body> 331</html> 332