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- <html>
-
- <title>Mesa EGL</title>
-
- <head><link rel="stylesheet" type="text/css" href="mesa.css"></head>
-
- <body>
-
- <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 --with-state-trackers=egl,es,vega --enable-gallium-{swrast,intel}
- </pre>
-
- <p>The main library will be enabled by default. The <code>egl</code> state
- tracker is needed by a number of EGL drivers. EGL drivers will be covered
- later. The <a href="opengles.html">es state tracker</a> provides OpenGL ES 1.x
- and 2.x and 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>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-displays</code>
-
- <p>List the window system(s) to support. It is by default <code>x11</code>,
- which supports the X Window System. Its argument is a comma separated string
- like, for example, <code>--with-egl-displays=x11,kms</code>. Because an EGL
- driver decides which window system to support, this example will enable two
- (sets of) EGL drivers. One supports the X window system and the other supports
- bare KMS (kernel modesetting).</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, like OpenGL ES or OpenVG, to build. But it should be noted
- that a number of EGL drivers depend on the <code>egl</code> state tracker.
- They will <em>not</em> be built without the <code>egl</code> state tracker.</p>
-
- </li>
-
- <li><code>--enable-gallium-swrast</code>
-
- <p>This option is not specific to EGL. But if there is no driver for your
- hardware, or you are experiencing problems with the hardware driver, you can
- enable the swrast DRM driver. It is a dummy driver and EGL will fallback to
- software rendering automatically.</p>
-
- </li>
- </ul>
-
- <h3>OpenGL</h3>
-
- <p>The OpenGL state tracker is not built in the above example. It should be
- noted that the classic <code>libGL</code> is not a state tracker and cannot be
- used with EGL (unless the EGL driver in use is <code>egl_glx</code>). To build
- the OpenGL state tracker, one may append <code>glx</code> to
- <code>--with-state-trackers</code> and manually build
- <code>src/gallium/winsys/xlib/</code>.</p>
-
- <h2>Use EGL</h2>
-
- <p> The demos for OpenGL ES and OpenVG can be found in <code>progs/es1/</code>,
- <code>progs/es2/</code> and <code>progs/openvg/</code>. You can use them to
- test your build. For example,</p>
-
- <pre>
- $ cd progs/es1/xegl
- $ make
- $ ./torus
- </pre>
-
- <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_DISPLAY</code>
-
- <p>When <code>EGL_DRIVER</code> is not set, the main library loads <em>all</em>
- EGL drivers that support a certain window system. <code>EGL_DISPLAY</code> can
- be used to specify the window system and the valid values are, for example,
- <code>x11</code> or <code>kms</code>. When the variable is not set, the main
- library defaults the value to the first window system listed in
- <code>--with-egl-displays</code> at configuration time.
-
- </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>
-
- <p>There are two categories of EGL drivers: Gallium and classic.</p>
-
- <p>Gallium EGL drivers supports all rendering APIs specified in EGL 1.4. The
- support for optional EGL functions and EGL extensions is usually more complete
- than the classic ones. These drivers depend on the <code>egl</code> state
- tracker to build. The available drivers are</p>
-
- <ul>
- <li><code>egl_<dpy>_i915</code></li>
- <li><code>egl_<dpy>_i965</code></li>
- <li><code>egl_<dpy>_radeon</code></li>
- <li><code>egl_<dpy>_nouveau</code></li>
- <li><code>egl_<dpy>_swrast</code></li>
- <li><code>egl_<dpy>_vmwgfx</code></li>
- </ul>
-
- <p><code><dpy></code> is given by <code>--with-egl-displays</code> at
- configuration time. There will be one EGL driver for each combination of the
- displays listed and the hardware drivers enabled.</p>
-
- <p>Classic EGL drivers, on the other hand, supports only OpenGL as its
- rendering API. They can be found under <code>src/egl/drivers/</code>. There
- are 3 of them</p>
-
- <ul>
- <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>
-
- <p>To use the classic drivers, one must manually set <code>EGL_DRIVER</code> at
- runtime.</p>
-
- <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_DISPLAY</code> loads all
- drivers and might eat too much memory.</li>
-
- </ul>
-
- </body>
- </html>
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