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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
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_&lt;hw&gt;</code>) and client API modules
231(<code>st_&lt;api&gt;</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&lt;Resource&gt;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&lt;Resource&gt;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
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