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