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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 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_DRIVER</code>
+
+<p>This variable forces the specified EGL driver to be loaded. It comes in
+handy when one wants to test a specific driver.</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_&lt;dpy&gt;_i915</code></li>
+<li><code>egl_&lt;dpy&gt;_i965</code></li>
+<li><code>egl_&lt;dpy&gt;_radeon</code></li>
+<li><code>egl_&lt;dpy&gt;_nouveau</code></li>
+<li><code>egl_&lt;dpy&gt;_swrast</code></li>
+<li><code>egl_&lt;dpy&gt;_vmwgfx</code></li>
+</ul>
+
+<p><code>&lt;dpy&gt;</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_xdri</code>
+
+<p>This driver supports the X Window System as its window system. It functions
+as a DRI driver loader and can load DRI/DRI2/DRISW drivers. Unlike
+<code>egl_glx</code>, it has no dependency on <code>libGL</code>. It talks to
+the X server directly using DRI or DRI2 protocols. It also talks minimal GLX
+protocol for things like available visuals or fbconfigs. With direct access to
+the DRI drivers, it has the potential to support more EGL functions that are
+not possible with <code>egl_glx</code>.</p>
+
+</li>
+<li><code>egl_dri</code>
+
+<p>This driver lacks maintenance and does <em>not</em> build. It is similiar
+to <code>egl_xdri</code> in that it functions as a DRI driver loader. But
+unlike <code>egl_xdri</code>, it supports Linux framebuffer devices as its
+window system and supports EGL_MESA_screen_surface extension. It loads only
+DRI1 drivers. As DRI1 drivers is phasing out, it might be better to rewrite
+the driver to support KMS and DRI2.</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&lt;Resource&gt;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&lt;Resource&gt;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>TODOs</h3>
+
+<ul>
+<li>Thread safety</li>
+<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>
+<li>Stop using <code>glxinit.c</code> and sources from <code>src/glx/x11/</code></li>
+
+</ul>
+
+</body>
+</html>