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| |
| <div class="header"> |
| <h1>The Mesa 3D Graphics Library</h1> |
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| |
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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="https://www.khronos.org/egl/"> |
| https://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.</p> |
| |
| <h2>Build EGL</h2> |
| |
| <ol> |
| <li> |
| <p>Run <code>configure</code> with the desired client APIs and enable |
| the driver for your hardware. For example</p> |
| |
| <pre> |
| $ ./configure --enable-gles1 --enable-gles2 \ |
| --with-dri-drivers=... \ |
| --with-gallium-drivers=... |
| </pre> |
| |
| <p>The main library and OpenGL is enabled by default. The first two options |
| above enables <a href="opengles.html">OpenGL ES 1.x and 2.x</a>. The last two |
| options enables the listed classic and Gallium drivers respectively.</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>, 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> |
| |
| <dl> |
| <dt><code>--enable-egl</code></dt> |
| <dd> |
| |
| <p>By default, EGL is enabled. When disabled, the main library and the drivers |
| will not be built.</p> |
| |
| </dd> |
| |
| <dt><code>--with-egl-driver-dir</code></dt> |
| <dd> |
| |
| <p>The directory EGL drivers should be installed to. If not specified, EGL |
| drivers will be installed to <code>${libdir}/egl</code>.</p> |
| |
| </dd> |
| |
| <dt><code>--with-platforms</code></dt> |
| <dd> |
| |
| <p>List the platforms (window systems) to support. Its argument is a comma |
| separated string such as <code>--with-platforms=x11,drm</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.</p> |
| |
| <p>The available platforms are <code>x11</code>, <code>drm</code>, |
| <code>wayland</code>, <code>surfaceless</code>, <code>android</code>, |
| and <code>haiku</code>. |
| The <code>android</code> platform can either be built as a system |
| component, part of AOSP, using <code>Android.mk</code> files, or |
| cross-compiled using appropriate <code>configure</code> options. |
| The <code>haiku</code> platform can only be built with SCons. |
| Unless for special needs, the build system should |
| select the right platforms automatically.</p> |
| |
| </dd> |
| |
| <dt><code>--enable-gles1</code></dt> |
| <dt><code>--enable-gles2</code></dt> |
| <dd> |
| |
| <p>These options enable OpenGL ES support in OpenGL. The result is one big |
| internal library that supports multiple APIs.</p> |
| |
| </dd> |
| |
| <dt><code>--enable-shared-glapi</code></dt> |
| <dd> |
| |
| <p>By default, <code>libGL</code> has its own copy of <code>libglapi</code>. |
| This options makes <code>libGL</code> use the shared <code>libglapi</code>. This |
| is required if applications mix OpenGL and OpenGL ES.</p> |
| |
| </dd> |
| |
| </dl> |
| |
| <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> |
| |
| <dl> |
| <dt><code>EGL_PLATFORM</code></dt> |
| <dd> |
| |
| <p>This variable specifies the native platform. The valid values are the same |
| as those for <code>--with-platforms</code>. When the variable is not set, |
| the main library uses the first platform listed in |
| <code>--with-platforms</code> as the native platform.</p> |
| |
| <p>Extensions like <code>EGL_MESA_drm_display</code> define new functions to |
| create displays for non-native platforms. These extensions are usually used by |
| applications that support non-native platforms. Setting this variable is |
| probably required only for some of the demos found in mesa/demo repository.</p> |
| |
| </dd> |
| |
| <dt><code>EGL_LOG_LEVEL</code></dt> |
| <dd> |
| |
| <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> |
| |
| </dd> |
| </dl> |
| |
| <h2>EGL Drivers</h2> |
| |
| <dl> |
| <dt><code>egl_dri2</code></dt> |
| <dd> |
| |
| <p>This driver supports both <code>x11</code> and <code>drm</code> platforms. |
| It functions as a DRI driver loader. For <code>x11</code> support, it talks to |
| the X server directly using (XCB-)DRI2 protocol.</p> |
| |
| <p>This driver can share DRI drivers with <code>libGL</code>.</p> |
| |
| </dd> |
| |
| <h2>Packaging</h2> |
| |
| <p>The ABI between the main library and its drivers are not stable. Nor is |
| there a plan to stabilize it at the moment.</p> |
| |
| <h2>Developers</h2> |
| |
| <p>The sources of the main library and drivers can be found at |
| <code>src/egl/</code>.</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 |
| through <code>eglReleaseThread</code>, all current display resources should be |
| released. Another way to destroy 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. |
| |
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