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  5.   <title>Mesa EGL</title>
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  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
  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>null</code>, <code>android</code>,
  92. <code>haiku</code>, and <code>gdi</code>.  The <code>android</code> platform
  93. can only be built as a system component, part of AOSP, while the
  94. <code>haiku</code> and <code>gdi</code> platforms can only be built with SCons.
  95. Unless for special needs, the build system should
  96. select the right platforms automatically.</p>
  97.  
  98. </dd>
  99.  
  100. <dt><code>--enable-gles1</code></dt>
  101. <dt><code>--enable-gles2</code></dt>
  102. <dd>
  103.  
  104. <p>These options enable OpenGL ES support in OpenGL.  The result is one big
  105. internal library that supports multiple APIs.</p>
  106.  
  107. </dd>
  108.  
  109. <dt><code>--enable-shared-glapi</code></dt>
  110. <dd>
  111.  
  112. <p>By default, <code>libGL</code> has its own copy of <code>libglapi</code>.
  113. This options makes <code>libGL</code> use the shared <code>libglapi</code>.  This
  114. is required if applications mix OpenGL and OpenGL ES.</p>
  115.  
  116. </dd>
  117.  
  118. </dl>
  119.  
  120. <h2>Use EGL</h2>
  121.  
  122. <h3>Demos</h3>
  123.  
  124. <p>There are demos for the client APIs supported by EGL.  They can be found in
  125. mesa/demos repository.</p>
  126.  
  127. <h3>Environment Variables</h3>
  128.  
  129. <p>There are several environment variables that control the behavior of EGL at
  130. runtime</p>
  131.  
  132. <dl>
  133. <dt><code>EGL_DRIVERS_PATH</code></dt>
  134. <dd>
  135.  
  136. <p>By default, the main library will look for drivers in the directory where
  137. the drivers are installed to.  This variable specifies a list of
  138. colon-separated directories where the main library will look for drivers, in
  139. addition to the default directory.  This variable is ignored for setuid/setgid
  140. binaries.</p>
  141.  
  142. <p>This variable is usually set to test an uninstalled build.  For example, one
  143. may set</p>
  144.  
  145. <pre>
  146.  $ export LD_LIBRARY_PATH=$mesa/lib
  147.  $ export EGL_DRIVERS_PATH=$mesa/lib/egl
  148. </pre>
  149.  
  150. <p>to test a build without installation</p>
  151.  
  152. </dd>
  153.  
  154. <dt><code>EGL_DRIVER</code></dt>
  155. <dd>
  156.  
  157. <p>This variable specifies a full path to or the name of an EGL driver.  It
  158. forces the specified EGL driver to be loaded.  It comes in handy when one wants
  159. to test a specific driver.  This variable is ignored for setuid/setgid
  160. binaries.</p>
  161.  
  162. </dd>
  163.  
  164. <dt><code>EGL_PLATFORM</code></dt>
  165. <dd>
  166.  
  167. <p>This variable specifies the native platform.  The valid values are the same
  168. as those for <code>--with-egl-platforms</code>.  When the variable is not set,
  169. the main library uses the first platform listed in
  170. <code>--with-egl-platforms</code> as the native platform.</p>
  171.  
  172. <p>Extensions like <code>EGL_MESA_drm_display</code> define new functions to
  173. create displays for non-native platforms.  These extensions are usually used by
  174. applications that support non-native platforms.  Setting this variable is
  175. probably required only for some of the demos found in mesa/demo repository.</p>
  176.  
  177. </dd>
  178.  
  179. <dt><code>EGL_LOG_LEVEL</code></dt>
  180. <dd>
  181.  
  182. <p>This changes the log level of the main library and the drivers.  The valid
  183. values are: <code>debug</code>, <code>info</code>, <code>warning</code>, and
  184. <code>fatal</code>.</p>
  185.  
  186. </dd>
  187. </dl>
  188.  
  189. <h2>EGL Drivers</h2>
  190.  
  191. <dl>
  192. <dt><code>egl_dri2</code></dt>
  193. <dd>
  194.  
  195. <p>This driver supports both <code>x11</code> and <code>drm</code> platforms.
  196. It functions as a DRI driver loader.  For <code>x11</code> support, it talks to
  197. the X server directly using (XCB-)DRI2 protocol.</p>
  198.  
  199. <p>This driver can share DRI drivers with <code>libGL</code>.</p>
  200.  
  201. </dd>
  202.  
  203. <h2>Packaging</h2>
  204.  
  205. <p>The ABI between the main library and its drivers are not stable.  Nor is
  206. there a plan to stabilize it at the moment.</p>
  207.  
  208. <h2>Developers</h2>
  209.  
  210. <p>The sources of the main library and drivers can be found at
  211. <code>src/egl/</code>.</p>
  212.  
  213. <h3>Lifetime of Display Resources</h3>
  214.  
  215. <p>Contexts and surfaces are examples of display resources.  They might live
  216. longer than the display that creates them.</p>
  217.  
  218. <p>In EGL, when a display is terminated through <code>eglTerminate</code>, all
  219. display resources should be destroyed.  Similarly, when a thread is released
  220. through <code>eglReleaseThread</code>, all current display resources should be
  221. released.  Another way to destroy or release resources is through functions
  222. such as <code>eglDestroySurface</code> or <code>eglMakeCurrent</code>.</p>
  223.  
  224. <p>When a resource that is current to some thread is destroyed, the resource
  225. should not be destroyed immediately.  EGL requires the resource to live until
  226. it is no longer current.  A driver usually calls
  227. <code>eglIs&lt;Resource&gt;Bound</code> to check if a resource is bound
  228. (current) to any thread in the destroy callbacks.  If it is still bound, the
  229. resource is not destroyed.</p>
  230.  
  231. <p>The main library will mark destroyed current resources as unlinked.  In a
  232. driver's <code>MakeCurrent</code> callback,
  233. <code>eglIs&lt;Resource&gt;Linked</code> can then be called to check if a newly
  234. released resource is linked to a display.  If it is not, the last reference to
  235. the resource is removed and the driver should destroy the resource.  But it
  236. should be careful here because <code>MakeCurrent</code> might be called with an
  237. uninitialized display.</p>
  238.  
  239. <p>This is the only mechanism provided by the main library to help manage the
  240. resources.  The drivers are responsible to the correct behavior as defined by
  241. EGL.</p>
  242.  
  243. <h3><code>EGL_RENDER_BUFFER</code></h3>
  244.  
  245. <p>In EGL, the color buffer a context should try to render to is decided by the
  246. binding surface.  It should try to render to the front buffer if the binding
  247. surface has <code>EGL_RENDER_BUFFER</code> set to
  248. <code>EGL_SINGLE_BUFFER</code>;  If the same context is later bound to a
  249. surface with <code>EGL_RENDER_BUFFER</code> set to
  250. <code>EGL_BACK_BUFFER</code>, the context should try to render to the back
  251. buffer.  However, the context is allowed to make the final decision as to which
  252. color buffer it wants to or is able to render to.</p>
  253.  
  254. <p>For pbuffer surfaces, the render buffer is always
  255. <code>EGL_BACK_BUFFER</code>.  And for pixmap surfaces, the render buffer is
  256. always <code>EGL_SINGLE_BUFFER</code>.  Unlike window surfaces, EGL spec
  257. requires their <code>EGL_RENDER_BUFFER</code> values to be honored.  As a
  258. result, a driver should never set <code>EGL_PIXMAP_BIT</code> or
  259. <code>EGL_PBUFFER_BIT</code> bits of a config if the contexts created with the
  260. config won't be able to honor the <code>EGL_RENDER_BUFFER</code> of pixmap or
  261. pbuffer surfaces.</p>
  262.  
  263. <p>It should also be noted that pixmap and pbuffer surfaces are assumed to be
  264. single-buffered, in that <code>eglSwapBuffers</code> has no effect on them.  It
  265. is desirable that a driver allocates a private color buffer for each pbuffer
  266. surface created.  If the window system the driver supports has native pbuffers,
  267. or if the native pixmaps have more than one color buffers, the driver should
  268. carefully attach the native color buffers to the EGL surfaces, re-route them if
  269. required.</p>
  270.  
  271. <p>There is no defined behavior as to, for example, how
  272. <code>glDrawBuffer</code> interacts with <code>EGL_RENDER_BUFFER</code>.  Right
  273. now, it is desired that the draw buffer in a client API be fixed for pixmap and
  274. pbuffer surfaces.  Therefore, the driver is responsible to guarantee that the
  275. client API renders to the specified render buffer for pixmap and pbuffer
  276. surfaces.</p>
  277.  
  278. <h3><code>EGLDisplay</code> Mutex</h3>
  279.  
  280. The <code>EGLDisplay</code> will be locked before calling any of the dispatch
  281. functions (well, except for GetProcAddress which does not take an
  282. <code>EGLDisplay</code>).  This guarantees that the same dispatch function will
  283. not be called with the sample display at the same time.  If a driver has access
  284. to an <code>EGLDisplay</code> without going through the EGL APIs, the driver
  285. should as well lock the display before using it.
  286.  
  287. </div>
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  289. </html>
  290.