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   Extensions like ``EGL_MESA_drm_display`` define new functions to
94   create displays for non-native platforms. These extensions are
95   usually used by applications that support non-native platforms.
96   Setting this variable is probably required only for some of the demos
97   found in mesa/demo repository.
98
99``EGL_LOG_LEVEL``
100   This changes the log level of the main library and the drivers. The
101   valid values are: ``debug``, ``info``, ``warning``, and ``fatal``.
102
103Packaging
104---------
105
106The ABI between the main library and its drivers are not stable. Nor is
107there a plan to stabilize it at the moment.
108
109Developers
110----------
111
112The sources of the main library and drivers can be found at
113``src/egl/``.
114
115The code basically consists of two things:
116
1171. An EGL API dispatcher. This directly routes all the ``eglFooBar()``
118   API calls into driver-specific functions.
119
1202. Two EGL drivers (``dri2`` and ``haiku``), implementing the API
121   functions handling the platforms' specifics.
122
123Two of API functions are optional (``eglQuerySurface()`` and
124``eglSwapInterval()``); the former provides fallback for all the
125platform-agnostic attributes (i.e. everything except ``EGL_WIDTH``
126& ``EGL_HEIGHT``), and the latter just silently pretends the API call
127succeeded (as per EGL spec).
128
129A driver _could_ implement all the other EGL API functions, but several of
130them are only needed for extensions, like ``eglSwapBuffersWithDamageEXT()``.
131See ``src/egl/main/egldriver.h`` to see which driver hooks are only
132required by extensions.
133
134Bootstrapping
135~~~~~~~~~~~~~
136
137When the apps calls ``eglInitialize()``, the driver's ``Initialize()``
138function is called. If the first driver initialization attempt fails,
139a second one is tried using only software components (this can be forced
140using the ``LIBGL_ALWAYS_SOFTWARE`` environment variable). Typically,
141this function takes care of setting up visual configs, creating EGL
142devices, etc.
143
144Teardown
145~~~~~~~~
146
147When ``eglTerminate()`` is called, the ``driver->Terminate()`` function
148is called. The driver should clean up after itself.
149
150Subclassing
151~~~~~~~~~~~
152
153The internal libEGL data structures such as ``_EGLDisplay``,
154``_EGLContext``, ``_EGLSurface``, etc. should be considered base classes
155from which drivers will derive subclasses.
156
157EGL Drivers
158-----------
159
160``egl_dri2``
161   This driver supports several platforms: ``android``, ``device``,
162   ``drm``, ``surfaceless``, ``wayland`` and ``x11``. It functions as
163   a DRI driver loader. For ``x11`` support, it talks to the X server
164   directly using (XCB-)DRI3 protocol when available, and falls back to
165   DRI2 if necessary (can be forced with ``LIBGL_DRI3_DISABLE``).
166
167   This driver can share DRI drivers with ``libGL``.
168
169``haiku``
170   This driver supports only the `Haiku <https://haiku-os.org>`__
171   platform. It is also much less feature-complete than ``egl_dri2``,
172   supporting only part of EGL 1.4 and none of the extensions beyond it.
173
174Lifetime of Display Resources
175~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
176
177Contexts and surfaces are examples of display resources. They might live
178longer than the display that creates them.
179
180In EGL, when a display is terminated through ``eglTerminate``, all
181display resources should be destroyed. Similarly, when a thread is
182released through ``eglReleaseThread``, all current display resources
183should be released. Another way to destroy or release resources is
184through functions such as ``eglDestroySurface`` or ``eglMakeCurrent``.
185
186When a resource that is current to some thread is destroyed, the
187resource should not be destroyed immediately. EGL requires the resource
188to live until it is no longer current. A driver usually calls
189``eglIs<Resource>Bound`` to check if a resource is bound (current) to
190any thread in the destroy callbacks. If it is still bound, the resource
191is not destroyed.
192
193The main library will mark destroyed current resources as unlinked. In a
194driver's ``MakeCurrent`` callback, ``eglIs<Resource>Linked`` can then be
195called to check if a newly released resource is linked to a display. If
196it is not, the last reference to the resource is removed and the driver
197should destroy the resource. But it should be careful here because
198``MakeCurrent`` might be called with an uninitialized display.
199
200This is the only mechanism provided by the main library to help manage
201the resources. The drivers are responsible to the correct behavior as
202defined by EGL.
203
204``EGL_RENDER_BUFFER``
205~~~~~~~~~~~~~~~~~~~~~
206
207In EGL, the color buffer a context should try to render to is decided by
208the binding surface. It should try to render to the front buffer if the
209binding surface has ``EGL_RENDER_BUFFER`` set to ``EGL_SINGLE_BUFFER``;
210If the same context is later bound to a surface with
211``EGL_RENDER_BUFFER`` set to ``EGL_BACK_BUFFER``, the context should try
212to render to the back buffer. However, the context is allowed to make
213the final decision as to which color buffer it wants to or is able to
214render to.
215
216For pbuffer surfaces, the render buffer is always ``EGL_BACK_BUFFER``.
217And for pixmap surfaces, the render buffer is always
218``EGL_SINGLE_BUFFER``. Unlike window surfaces, EGL spec requires their
219``EGL_RENDER_BUFFER`` values to be honored. As a result, a driver should
220never set ``EGL_PIXMAP_BIT`` or ``EGL_PBUFFER_BIT`` bits of a config if
221the contexts created with the config won't be able to honor the
222``EGL_RENDER_BUFFER`` of pixmap or pbuffer surfaces.
223
224It should also be noted that pixmap and pbuffer surfaces are assumed to
225be single-buffered, in that ``eglSwapBuffers`` has no effect on them. It
226is desirable that a driver allocates a private color buffer for each
227pbuffer surface created. If the window system the driver supports has
228native pbuffers, or if the native pixmaps have more than one color
229buffers, the driver should carefully attach the native color buffers to
230the EGL surfaces, re-route them if required.
231
232There is no defined behavior as to, for example, how ``glDrawBuffer``
233interacts with ``EGL_RENDER_BUFFER``. Right now, it is desired that the
234draw buffer in a client API be fixed for pixmap and pbuffer surfaces.
235Therefore, the driver is responsible to guarantee that the client API
236renders to the specified render buffer for pixmap and pbuffer surfaces.
237
238``EGLDisplay`` Mutex
239~~~~~~~~~~~~~~~~~~~~
240
241The ``EGLDisplay`` will be locked before calling any of the dispatch
242functions (well, except for GetProcAddress which does not take an
243``EGLDisplay``). This guarantees that the same dispatch function will
244not be called with the same display at the same time. If a driver has
245access to an ``EGLDisplay`` without going through the EGL APIs, the
246driver should as well lock the display before using it.
247