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1EGL
2===
3
4The current version of EGL in Mesa implements EGL 1.4. More information
5about EGL can be found at https://www.khronos.org/egl/.
6
7The Mesa's implementation of EGL uses a driver architecture. The main
8library (``libEGL``) is window system neutral. It provides the EGL API
9entry points and helper functions for use by the drivers. Drivers are
10dynamically loaded by the main library and most of the EGL API calls are
11directly dispatched to the drivers.
12
13The driver in use decides the window system to support.
14
15Build EGL
16---------
17
18#. Configure your build with the desired client APIs and enable the
19   driver for your hardware. For example:
20
21   .. code-block:: console
22
23      $ meson configure \
24              -D egl=enabled \
25              -D gles1=enabled \
26              -D gles2=enabled \
27              -D dri-drivers=... \
28              -D gallium-drivers=...
29
30   The main library and OpenGL is enabled by default. The first two
31   options above enables :doc:`OpenGL ES 1.x and 2.x <opengles>`. The
32   last two options enables the listed classic and Gallium drivers
33   respectively.
34
35#. Build and install Mesa as usual.
36
37In the given example, it will build and install ``libEGL``, ``libGL``,
38``libGLESv1_CM``, ``libGLESv2``, and one or more EGL drivers.
39
40Configure Options
41~~~~~~~~~~~~~~~~~
42
43There are several options that control the build of EGL at configuration
44time
45
46``-D egl=enabled``
47   By default, EGL is enabled. When disabled, the main library and the
48   drivers will not be built.
49
50``-D platforms=...``
51   List the platforms (window systems) to support. Its argument is a
52   comma separated string such as ``-D platforms=x11,wayland``. It decides
53   the platforms a driver may support. The first listed platform is also
54   used by the main library to decide the native platform.
55
56   The available platforms are ``x11``, ``wayland``,
57   ``android``, and ``haiku``. The ``android`` platform
58   can either be built as a system component, part of AOSP, using
59   ``Android.mk`` files, or cross-compiled using appropriate options.
60   Unless for special needs, the build system should select the right
61   platforms automatically.
62
63``-D gles1=enabled`` and ``-D gles2=enabled``
64   These options enable OpenGL ES support in OpenGL. The result is one
65   big internal library that supports multiple APIs.
66
67``-D shared-glapi=enabled``
68   By default, ``libGL`` has its own copy of ``libglapi``. This options
69   makes ``libGL`` use the shared ``libglapi``. This is required if
70   applications mix OpenGL and OpenGL ES.
71
72Use EGL
73-------
74
75Demos
76~~~~~
77
78There are demos for the client APIs supported by EGL. They can be found
79in mesa/demos repository.
80
81Environment Variables
82~~~~~~~~~~~~~~~~~~~~~
83
84There are several environment variables that control the behavior of EGL
85at runtime
86
87``EGL_PLATFORM``
88   This variable specifies the native platform. The valid values are the
89   same as those for ``-D platforms=...``. When the variable is not set,
90   the main library uses the first platform listed in
91   ``-D platforms=...`` as the native platform.
92
93``EGL_LOG_LEVEL``
94   This changes the log level of the main library and the drivers. The
95   valid values are: ``debug``, ``info``, ``warning``, and ``fatal``.
96
97Packaging
98---------
99
100The ABI between the main library and its drivers are not stable. Nor is
101there a plan to stabilize it at the moment.
102
103Developers
104----------
105
106The sources of the main library and drivers can be found at
107``src/egl/``.
108
109The code basically consists of two things:
110
1111. An EGL API dispatcher. This directly routes all the ``eglFooBar()``
112   API calls into driver-specific functions.
113
1142. Two EGL drivers (``dri2`` and ``haiku``), implementing the API
115   functions handling the platforms' specifics.
116
117Two of API functions are optional (``eglQuerySurface()`` and
118``eglSwapInterval()``); the former provides fallback for all the
119platform-agnostic attributes (i.e. everything except ``EGL_WIDTH``
120& ``EGL_HEIGHT``), and the latter just silently pretends the API call
121succeeded (as per EGL spec).
122
123A driver _could_ implement all the other EGL API functions, but several of
124them are only needed for extensions, like ``eglSwapBuffersWithDamageEXT()``.
125See ``src/egl/main/egldriver.h`` to see which driver hooks are only
126required by extensions.
127
128Bootstrapping
129~~~~~~~~~~~~~
130
131When the apps calls ``eglInitialize()``, the driver's ``Initialize()``
132function is called. If the first driver initialization attempt fails,
133a second one is tried using only software components (this can be forced
134using the ``LIBGL_ALWAYS_SOFTWARE`` environment variable). Typically,
135this function takes care of setting up visual configs, creating EGL
136devices, etc.
137
138Teardown
139~~~~~~~~
140
141When ``eglTerminate()`` is called, the ``driver->Terminate()`` function
142is called. The driver should clean up after itself.
143
144Subclassing
145~~~~~~~~~~~
146
147The internal libEGL data structures such as ``_EGLDisplay``,
148``_EGLContext``, ``_EGLSurface``, etc. should be considered base classes
149from which drivers will derive subclasses.
150
151EGL Drivers
152-----------
153
154``egl_dri2``
155   This driver supports several platforms: ``android``, ``device``,
156   ``drm``, ``surfaceless``, ``wayland`` and ``x11``. It functions as
157   a DRI driver loader. For ``x11`` support, it talks to the X server
158   directly using (XCB-)DRI3 protocol when available, and falls back to
159   DRI2 if necessary (can be forced with ``LIBGL_DRI3_DISABLE``).
160
161   This driver can share DRI drivers with ``libGL``.
162
163``haiku``
164   This driver supports only the `Haiku <https://haiku-os.org>`__
165   platform. It is also much less feature-complete than ``egl_dri2``,
166   supporting only part of EGL 1.4 and none of the extensions beyond it.
167
168Lifetime of Display Resources
169~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
170
171Contexts and surfaces are examples of display resources. They might live
172longer than the display that creates them.
173
174In EGL, when a display is terminated through ``eglTerminate``, all
175display resources should be destroyed. Similarly, when a thread is
176released through ``eglReleaseThread``, all current display resources
177should be released. Another way to destroy or release resources is
178through functions such as ``eglDestroySurface`` or ``eglMakeCurrent``.
179
180When a resource that is current to some thread is destroyed, the
181resource should not be destroyed immediately. EGL requires the resource
182to live until it is no longer current. A driver usually calls
183``eglIs<Resource>Bound`` to check if a resource is bound (current) to
184any thread in the destroy callbacks. If it is still bound, the resource
185is not destroyed.
186
187The main library will mark destroyed current resources as unlinked. In a
188driver's ``MakeCurrent`` callback, ``eglIs<Resource>Linked`` can then be
189called to check if a newly released resource is linked to a display. If
190it is not, the last reference to the resource is removed and the driver
191should destroy the resource. But it should be careful here because
192``MakeCurrent`` might be called with an uninitialized display.
193
194This is the only mechanism provided by the main library to help manage
195the resources. The drivers are responsible to the correct behavior as
196defined by EGL.
197
198``EGL_RENDER_BUFFER``
199~~~~~~~~~~~~~~~~~~~~~
200
201In EGL, the color buffer a context should try to render to is decided by
202the binding surface. It should try to render to the front buffer if the
203binding surface has ``EGL_RENDER_BUFFER`` set to ``EGL_SINGLE_BUFFER``;
204If the same context is later bound to a surface with
205``EGL_RENDER_BUFFER`` set to ``EGL_BACK_BUFFER``, the context should try
206to render to the back buffer. However, the context is allowed to make
207the final decision as to which color buffer it wants to or is able to
208render to.
209
210For pbuffer surfaces, the render buffer is always ``EGL_BACK_BUFFER``.
211And for pixmap surfaces, the render buffer is always
212``EGL_SINGLE_BUFFER``. Unlike window surfaces, EGL spec requires their
213``EGL_RENDER_BUFFER`` values to be honored. As a result, a driver should
214never set ``EGL_PIXMAP_BIT`` or ``EGL_PBUFFER_BIT`` bits of a config if
215the contexts created with the config won't be able to honor the
216``EGL_RENDER_BUFFER`` of pixmap or pbuffer surfaces.
217
218It should also be noted that pixmap and pbuffer surfaces are assumed to
219be single-buffered, in that ``eglSwapBuffers`` has no effect on them. It
220is desirable that a driver allocates a private color buffer for each
221pbuffer surface created. If the window system the driver supports has
222native pbuffers, or if the native pixmaps have more than one color
223buffers, the driver should carefully attach the native color buffers to
224the EGL surfaces, re-route them if required.
225
226There is no defined behavior as to, for example, how ``glDrawBuffer``
227interacts with ``EGL_RENDER_BUFFER``. Right now, it is desired that the
228draw buffer in a client API be fixed for pixmap and pbuffer surfaces.
229Therefore, the driver is responsible to guarantee that the client API
230renders to the specified render buffer for pixmap and pbuffer surfaces.
231
232``EGLDisplay`` Mutex
233~~~~~~~~~~~~~~~~~~~~
234
235The ``EGLDisplay`` will be locked before calling any of the dispatch
236functions (well, except for GetProcAddress which does not take an
237``EGLDisplay``). This guarantees that the same dispatch function will
238not be called with the same display at the same time. If a driver has
239access to an ``EGLDisplay`` without going through the EGL APIs, the
240driver should as well lock the display before using it.
241