The current version of EGL in Mesa implements EGL 1.4. More information about EGL can be found at http://www.khronos.org/egl/.
The Mesa's implementation of EGL uses a driver architecture. The main
library (libEGL
) 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.
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.
Run configure
with the desired state trackers and enable
the Gallium driver for your hardware. For example
$ ./configure --enable-gles-overlay --enable-openvg --enable-gallium-intel
The main library and OpenGL is enabled by default. The first option enables OpenGL ES 1.x and 2.x. The second option enables OpenVG.
In the given example, it will build and install libEGL
,
libGL
, libGLESv1_CM
, libGLESv2
,
libOpenVG
, and one or more EGL drivers.
There are several options that control the build of EGL at configuration time
--enable-egl
By default, EGL is enabled. When disabled, the main library and the drivers will not be built.
--with-egl-driver-dir
The directory EGL drivers should be installed to. If not specified, EGL
drivers will be installed to ${libdir}/egl
.
--with-egl-platforms
List the platforms (window systems) to support. Its argument is a comma
seprated string such as --with-egl-platforms=x11,drm
. It decides
the platforms a driver may support. The first listed platform is also used by
the main library to decide the native platform: the platform the EGL native
types such as EGLNativeDisplayType
or
EGLNativeWindowType
defined for.
The available platforms are x11
, drm
,
fbdev
, and gdi
. The gdi
platform can
only be built with SCons.
--enable-gles-overlay
OpenGL is built by default. To build OpenGL ES, this option must be explicitly given.
--enable-gles1
and --enable-gles2
Unlike --enable-gles-overlay
, which builds one library for each
rendering API, these options enable OpenGL ES support in OpenGL. The result is
one big library that supports multiple APIs.
--enable-openvg
OpenVG must be explicitly enabled by this option.
There are demos for the client APIs supported by EGL. They can be found in mesa/demos repository.
There are several environment variables that control the behavior of EGL at runtime
EGL_DRIVERS_PATH
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.
EGL_DRIVER
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.
egl_gallium
dynamically loads hardware drivers and client API
modules found in EGL_DRIVERS_PATH
. Thus, specifying this variable
alone is not sufficient for egl_gallium
for an uninstalled
build.
EGL_PLATFORM
This variable specifies the native platform. The valid values are the same
as those for --with-egl-platforms
. When the variable is not set,
the main library uses the first platform listed in
--with-egl-platforms
as the native platform
EGL_LOG_LEVEL
This changes the log level of the main library and the drivers. The valid
values are: debug
, info
, warning
, and
fatal
.
EGL_SOFTWARE
For drivers that support both hardware and software rendering, setting this variable to true forces the use of software rendering.
egl_gallium
This driver is based on Gallium3D. It supports all rendering APIs and hardwares supported by Gallium3D. It is the only driver that supports OpenVG. The supported platforms are X11, DRM, FBDEV, and GDI.
egl_glx
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.
egl_dri2
This driver supports the X Window System as its window system. It functions
as a DRI2 driver loader. Unlike egl_glx
, it has no dependency on
libGL
. It talks to the X server directly using (XCB-)DRI2
protocol.
The sources of the main library and the classic drivers can be found at
src/egl/
. The sources of the egl
state tracker can
be found at src/gallium/state_trackers/egl/
.
The suggested way to learn to write a EGL driver is to see how other drivers
are written. egl_glx
should be a good reference. It works in any
environment that has GLX support, and it is simpler than most drivers.
Contexts and surfaces are examples of display resources. They might live longer than the display that creates them.
In EGL, when a display is terminated through eglTerminate
, all
display resources should be destroyed. Similarly, when a thread is released
throught eglReleaseThread
, all current display resources should be
released. Another way to destory or release resources is through functions
such as eglDestroySurface
or eglMakeCurrent
.
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
eglIs<Resource>Bound
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.
The main library will mark destroyed current resources as unlinked. In a
driver's MakeCurrent
callback,
eglIs<Resource>Linked
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 MakeCurrent
might be called with an
uninitialized display.
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.
EGL_RENDER_BUFFER
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 EGL_RENDER_BUFFER
set to
EGL_SINGLE_BUFFER
; If the same context is later bound to a
surface with EGL_RENDER_BUFFER
set to
EGL_BACK_BUFFER
, 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.
For pbuffer surfaces, the render buffer is always
EGL_BACK_BUFFER
. And for pixmap surfaces, the render buffer is
always EGL_SINGLE_BUFFER
. Unlike window surfaces, EGL spec
requires their EGL_RENDER_BUFFER
values to be honored. As a
result, a driver should never set EGL_PIXMAP_BIT
or
EGL_PBUFFER_BIT
bits of a config if the contexts created with the
config won't be able to honor the EGL_RENDER_BUFFER
of pixmap or
pbuffer surfaces.
It should also be noted that pixmap and pbuffer surfaces are assumed to be
single-buffered, in that eglSwapBuffers
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.
There is no defined behavior as to, for example, how
glDrawBuffer
interacts with EGL_RENDER_BUFFER
. 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.
EGLDisplay
MutexEGLDisplay
will be locked before calling any of the dispatch
functions (well, except for GetProcAddress which does not take an
EGLDisplay
). 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 EGLDisplay
without going through the EGL APIs, the driver
should as well lock the display before using it.
libGL.so
, libGLESv1_CM.so
, and
libGLESv2.so
should an application link to? Bad things may happen
when, say, an application is linked to libGLESv2.so
and
libcairo
, which is linked to libGL.so
instead.