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| <title>Mesa EGL</title> |
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| <h1>Mesa EGL</h1> |
| |
| <p>The current version of EGL in Mesa implements EGL 1.4. More information |
| about EGL can be found at |
| <a href="http://www.khronos.org/egl/" target="_parent"> |
| http://www.khronos.org/egl/</a>.</p> |
| |
| <p>The Mesa's implementation of EGL uses a driver architecture. The main |
| library (<code>libEGL</code>) is window system neutral. It provides the EGL |
| API entry points and helper functions for use by the drivers. Drivers are |
| dynamically loaded by the main library and most of the EGL API calls are |
| directly dispatched to the drivers.</p> |
| |
| <p>The driver in use decides the window system to support. For drivers that |
| support hardware rendering, there are usually multiple drivers supporting the |
| same window system. Each one of of them supports a certain range of graphics |
| cards.</p> |
| |
| <h2>Build EGL</h2> |
| |
| <ol> |
| <li> |
| <p>Run <code>configure</code> with the desired state trackers and enable |
| the Gallium driver for your hardware. For example</p> |
| |
| <pre> |
| $ ./configure --enable-gles-overlay --with-state-trackers=egl,vega --enable-gallium-intel |
| </pre> |
| |
| <p>The main library and OpenGL is enabled by default. The first option enables |
| <a href="opengles.html">OpenGL ES 1.x and 2.x</a>. The <code>egl</code> state |
| tracker is needed by a number of EGL drivers. EGL drivers will be covered |
| later. The <a href="openvg.html">vega state tracker</a> provides OpenVG |
| 1.x.</p> |
| </li> |
| |
| <li>Build and install Mesa as usual.</li> |
| </ol> |
| |
| <p>In the given example, it will build and install <code>libEGL</code>, |
| <code>libGL</code>, <code>libGLESv1_CM</code>, <code>libGLESv2</code>, |
| <code>libOpenVG</code>, and one or more EGL drivers.</p> |
| |
| <h3>Configure Options</h3> |
| |
| <p>There are several options that control the build of EGL at configuration |
| time</p> |
| |
| <ul> |
| <li><code>--enable-egl</code> |
| |
| <p>By default, EGL is enabled. When disabled, the main library and the drivers |
| will not be built.</p> |
| |
| </li> |
| |
| <li><code>--with-egl-driver-dir</code> |
| |
| <p>The directory EGL drivers should be installed to. If not specified, EGL |
| drivers will be installed to <code>${libdir}/egl</code>.</p> |
| |
| </li> |
| |
| <li><code>--with-egl-platforms</code> |
| |
| <p>List the platforms (window systems) to support. Its argument is a comma |
| seprated string such as <code>--with-egl-platforms=x11,kms</code>. It decides |
| the platforms a driver may support. The first listed platform is also used by |
| the main library to decide the native platform: the platform the EGL native |
| types such as <code>EGLNativeDisplayType</code> or |
| <code>EGLNativeWindowType</code> defined for.</p> |
| |
| <p>The available platforms are <code>x11</code>, <code>kms</code>, |
| <code>fbdev</code>, and <code>gdi</code>. The <code>gdi</code> platform can |
| only be built with SCons.</p> |
| |
| </li> |
| |
| <li><code>--with-state-trackers</code> |
| |
| <p>The argument is a comma separated string. It is usually used to specify the |
| rendering APIs, such as OpenVG, to build. But it is also used to specify |
| <code>egl</code> state tracker that <code>egl_gallium</code> depends on.</p> |
| |
| </li> |
| |
| <li><code>--enable-gles-overlay</code> |
| |
| <p>OpenGL and OpenGL ES are not controlled by |
| <code>--with-state-trackers</code>. OpenGL is always built. To build OpenGL |
| ES, this option must be explicitly given.</p> |
| |
| </li> |
| |
| <li><code>--enable-gles1</code> and <code>--enable-gles2</code> |
| |
| <p>Unlike <code>--enable-gles-overlay</code>, which builds one library for each |
| rendering API, these options enable OpenGL ES support in OpenGL. The result is |
| one big library that supports multiple APIs.</p> |
| |
| </li> |
| |
| </ul> |
| |
| <h2>Use EGL</h2> |
| |
| <h3>Demos</h3> |
| |
| <p>There are demos for the client APIs supported by EGL. They can be found in |
| mesa/demos repository.</p> |
| |
| <h3>Environment Variables</h3> |
| |
| <p>There are several environment variables that control the behavior of EGL at |
| runtime</p> |
| |
| <ul> |
| <li><code>EGL_DRIVERS_PATH</code> |
| |
| <p>By default, the main library will look for drivers in the directory where |
| the drivers are installed to. This variable specifies a list of |
| colon-separated directories where the main library will look for drivers, in |
| addition to the default directory. This variable is ignored for setuid/setgid |
| binaries.</p> |
| |
| </li> |
| |
| <li><code>EGL_DRIVER</code> |
| |
| <p>This variable specifies a full path to an EGL driver and it forces the |
| specified EGL driver to be loaded. It comes in handy when one wants to test a |
| specific driver. This variable is ignored for setuid/setgid binaries.</p> |
| |
| </li> |
| |
| <li><code>EGL_PLATFORM</code> |
| |
| <p>This variable specifies the native platform. The valid values are the same |
| as those for <code>--with-egl-platforms</code>. When the variable is not set, |
| the main library uses the first platform listed in |
| <code>--with-egl-platforms</code> as the native platform</p> |
| |
| </li> |
| |
| <li><code>EGL_LOG_LEVEL</code> |
| |
| <p>This changes the log level of the main library and the drivers. The valid |
| values are: <code>debug</code>, <code>info</code>, <code>warning</code>, and |
| <code>fatal</code>.</p> |
| |
| </li> |
| |
| <li><code>EGL_SOFTWARE</code> |
| |
| <p>For drivers that support both hardware and software rendering, setting this |
| variable to true forces the use of software rendering.</p> |
| |
| </li> |
| </ul> |
| |
| <h2>EGL Drivers</h2> |
| |
| <ul> |
| <li><code>egl_gallium</code> |
| |
| <p>This driver is based on Gallium3D. It supports all rendering APIs and |
| hardwares supported by Gallium3D. It is the only driver that supports OpenVG. |
| The supported platforms are X11, KMS, FBDEV, and GDI.</p> |
| |
| </li> |
| |
| <li><code>egl_glx</code> |
| |
| <p>This driver provides a wrapper to GLX. It uses exclusively GLX to implement |
| the EGL API. It supports both direct and indirect rendering when the GLX does. |
| It is accelerated when the GLX is. As such, it cannot provide functions that |
| is not available in GLX or GLX extensions.</p> |
| </li> |
| |
| <li><code>egl_dri2</code> |
| |
| <p>This driver supports the X Window System as its window system. It functions |
| as a DRI2 driver loader. Unlike <code>egl_glx</code>, it has no dependency on |
| <code>libGL</code>. It talks to the X server directly using DRI2 protocol.</p> |
| |
| </li> |
| <li><code>egl_dri</code> |
| |
| <p>This driver lacks maintenance and does <em>not</em> build. It is similiar |
| to <code>egl_dri2</code> in that it functions as a DRI(1) driver loader. But |
| unlike <code>egl_dri2</code>, it supports Linux framebuffer devices as its |
| window system and supports EGL_MESA_screen_surface extension. As DRI1 drivers |
| are phasing out, it might eventually be replaced by <code>egl_dri2</code>.</p> |
| |
| </li> |
| </ul> |
| |
| <h2>Developers</h2> |
| |
| <p>The sources of the main library and the classic drivers can be found at |
| <code>src/egl/</code>. The sources of the <code>egl</code> state tracker can |
| be found at <code>src/gallium/state_trackers/egl/</code>.</p> |
| |
| <p>The suggested way to learn to write a EGL driver is to see how other drivers |
| are written. <code>egl_glx</code> should be a good reference. It works in any |
| environment that has GLX support, and it is simpler than most drivers.</p> |
| |
| <h3>Lifetime of Display Resources</h3> |
| |
| <p>Contexts and surfaces are examples of display resources. They might live |
| longer than the display that creates them.</p> |
| |
| <p>In EGL, when a display is terminated through <code>eglTerminate</code>, all |
| display resources should be destroyed. Similarly, when a thread is released |
| throught <code>eglReleaseThread</code>, all current display resources should be |
| released. Another way to destory or release resources is through functions |
| such as <code>eglDestroySurface</code> or <code>eglMakeCurrent</code>.</p> |
| |
| <p>When a resource that is current to some thread is destroyed, the resource |
| should not be destroyed immediately. EGL requires the resource to live until |
| it is no longer current. A driver usually calls |
| <code>eglIs<Resource>Bound</code> to check if a resource is bound |
| (current) to any thread in the destroy callbacks. If it is still bound, the |
| resource is not destroyed.</p> |
| |
| <p>The main library will mark destroyed current resources as unlinked. In a |
| driver's <code>MakeCurrent</code> callback, |
| <code>eglIs<Resource>Linked</code> can then be called to check if a newly |
| released resource is linked to a display. If it is not, the last reference to |
| the resource is removed and the driver should destroy the resource. But it |
| should be careful here because <code>MakeCurrent</code> might be called with an |
| uninitialized display.</p> |
| |
| <p>This is the only mechanism provided by the main library to help manage the |
| resources. The drivers are responsible to the correct behavior as defined by |
| EGL.</p> |
| |
| <h3><code>EGL_RENDER_BUFFER</code></h3> |
| |
| <p>In EGL, the color buffer a context should try to render to is decided by the |
| binding surface. It should try to render to the front buffer if the binding |
| surface has <code>EGL_RENDER_BUFFER</code> set to |
| <code>EGL_SINGLE_BUFFER</code>; If the same context is later bound to a |
| surface with <code>EGL_RENDER_BUFFER</code> set to |
| <code>EGL_BACK_BUFFER</code>, the context should try to render to the back |
| buffer. However, the context is allowed to make the final decision as to which |
| color buffer it wants to or is able to render to.</p> |
| |
| <p>For pbuffer surfaces, the render buffer is always |
| <code>EGL_BACK_BUFFER</code>. And for pixmap surfaces, the render buffer is |
| always <code>EGL_SINGLE_BUFFER</code>. Unlike window surfaces, EGL spec |
| requires their <code>EGL_RENDER_BUFFER</code> values to be honored. As a |
| result, a driver should never set <code>EGL_PIXMAP_BIT</code> or |
| <code>EGL_PBUFFER_BIT</code> bits of a config if the contexts created with the |
| config won't be able to honor the <code>EGL_RENDER_BUFFER</code> of pixmap or |
| pbuffer surfaces.</p> |
| |
| <p>It should also be noted that pixmap and pbuffer surfaces are assumed to be |
| single-buffered, in that <code>eglSwapBuffers</code> has no effect on them. It |
| is desirable that a driver allocates a private color buffer for each pbuffer |
| surface created. If the window system the driver supports has native pbuffers, |
| or if the native pixmaps have more than one color buffers, the driver should |
| carefully attach the native color buffers to the EGL surfaces, re-route them if |
| required.</p> |
| |
| <p>There is no defined behavior as to, for example, how |
| <code>glDrawBuffer</code> interacts with <code>EGL_RENDER_BUFFER</code>. Right |
| now, it is desired that the draw buffer in a client API be fixed for pixmap and |
| pbuffer surfaces. Therefore, the driver is responsible to guarantee that the |
| client API renders to the specified render buffer for pixmap and pbuffer |
| surfaces.</p> |
| |
| <h3><code>EGLDisplay</code> Mutex</h3> |
| |
| The <code>EGLDisplay</code> will be locked before calling any of the dispatch |
| functions (well, except for GetProcAddress which does not take an |
| <code>EGLDisplay</code>). This guarantees that the same dispatch function will |
| not be called with the sample display at the same time. If a driver has access |
| to an <code>EGLDisplay</code> without going through the EGL APIs, the driver |
| should as well lock the display before using it. |
| |
| <h3>TODOs</h3> |
| |
| <ul> |
| <li>Pass the conformance tests</li> |
| <li>Better automatic driver selection: <code>EGL_PLATFORM</code> loads all |
| drivers and might eat too much memory.</li> |
| |
| </ul> |
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| </body> |
| </html> |