diff options
author | Jonathan Gray <jsg@cvs.openbsd.org> | 2015-11-22 02:46:45 +0000 |
---|---|---|
committer | Jonathan Gray <jsg@cvs.openbsd.org> | 2015-11-22 02:46:45 +0000 |
commit | 0784c49c0f8fcc8b3abd4c9286d9fd8bc089dd7d (patch) | |
tree | a6394e3e264a0f80b57f4ce0f5d9526aa543d4b0 /lib/mesa/docs/egl.html | |
parent | d91d0007eecf589ea5699e34aa4d748fce2c57b2 (diff) |
import Mesa 11.0.6
Diffstat (limited to 'lib/mesa/docs/egl.html')
-rw-r--r-- | lib/mesa/docs/egl.html | 289 |
1 files changed, 289 insertions, 0 deletions
diff --git a/lib/mesa/docs/egl.html b/lib/mesa/docs/egl.html new file mode 100644 index 000000000..bc21c6c48 --- /dev/null +++ b/lib/mesa/docs/egl.html @@ -0,0 +1,289 @@ +<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd"> +<html lang="en"> +<head> + <meta http-equiv="content-type" content="text/html; charset=utf-8"> + <title>Mesa EGL</title> + <link rel="stylesheet" type="text/css" href="mesa.css"> +</head> +<body> + +<div class="header"> + <h1>The Mesa 3D Graphics Library</h1> +</div> + +<iframe src="contents.html"></iframe> +<div class="content"> + +<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/"> +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.</p> + +<h2>Build EGL</h2> + +<ol> +<li> +<p>Run <code>configure</code> with the desired client APIs and enable +the driver for your hardware. For example</p> + +<pre> + $ ./configure --enable-gles1 --enable-gles2 \ + --with-dri-drivers=... \ + --with-gallium-drivers=... +</pre> + +<p>The main library and OpenGL is enabled by default. The first two options +above enables <a href="opengles.html">OpenGL ES 1.x and 2.x</a>. The last two +options enables the listed classic and and Gallium drivers respectively.</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>libGL</code>, <code>libGLESv1_CM</code>, <code>libGLESv2</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> + +<dl> +<dt><code>--enable-egl</code></dt> +<dd> + +<p>By default, EGL is enabled. When disabled, the main library and the drivers +will not be built.</p> + +</dd> + +<dt><code>--with-egl-driver-dir</code></dt> +<dd> + +<p>The directory EGL drivers should be installed to. If not specified, EGL +drivers will be installed to <code>${libdir}/egl</code>.</p> + +</dd> + +<dt><code>--with-egl-platforms</code></dt> +<dd> + +<p>List the platforms (window systems) to support. Its argument is a comma +separated string such as <code>--with-egl-platforms=x11,drm</code>. 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 <code>EGLNativeDisplayType</code> or +<code>EGLNativeWindowType</code> defined for.</p> + +<p>The available platforms are <code>x11</code>, <code>drm</code>, +<code>wayland</code>, <code>surfaceless</code>, <code>android</code>, +and <code>haiku</code>. The <code>android</code> platform +can only be built as a system component, part of AOSP, while the +<code>haiku</code> platform can only be built with SCons. +Unless for special needs, the build system should +select the right platforms automatically.</p> + +</dd> + +<dt><code>--enable-gles1</code></dt> +<dt><code>--enable-gles2</code></dt> +<dd> + +<p>These options enable OpenGL ES support in OpenGL. The result is one big +internal library that supports multiple APIs.</p> + +</dd> + +<dt><code>--enable-shared-glapi</code></dt> +<dd> + +<p>By default, <code>libGL</code> has its own copy of <code>libglapi</code>. +This options makes <code>libGL</code> use the shared <code>libglapi</code>. This +is required if applications mix OpenGL and OpenGL ES.</p> + +</dd> + +</dl> + +<h2>Use EGL</h2> + +<h3>Demos</h3> + +<p>There are demos for the client APIs supported by EGL. They can be found in +mesa/demos repository.</p> + +<h3>Environment Variables</h3> + +<p>There are several environment variables that control the behavior of EGL at +runtime</p> + +<dl> +<dt><code>EGL_DRIVERS_PATH</code></dt> +<dd> + +<p>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.</p> + +<p>This variable is usually set to test an uninstalled build. For example, one +may set</p> + +<pre> + $ export LD_LIBRARY_PATH=$mesa/lib + $ export EGL_DRIVERS_PATH=$mesa/lib/egl +</pre> + +<p>to test a build without installation</p> + +</dd> + +<dt><code>EGL_DRIVER</code></dt> +<dd> + +<p>This variable specifies a full path to or the name of an EGL driver. 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.</p> + +</dd> + +<dt><code>EGL_PLATFORM</code></dt> +<dd> + +<p>This variable specifies the native platform. The valid values are the same +as those for <code>--with-egl-platforms</code>. When the variable is not set, +the main library uses the first platform listed in +<code>--with-egl-platforms</code> as the native platform.</p> + +<p>Extensions like <code>EGL_MESA_drm_display</code> define new functions to +create displays for non-native platforms. These extensions are usually used by +applications that support non-native platforms. Setting this variable is +probably required only for some of the demos found in mesa/demo repository.</p> + +</dd> + +<dt><code>EGL_LOG_LEVEL</code></dt> +<dd> + +<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> + +</dd> +</dl> + +<h2>EGL Drivers</h2> + +<dl> +<dt><code>egl_dri2</code></dt> +<dd> + +<p>This driver supports both <code>x11</code> and <code>drm</code> platforms. +It functions as a DRI driver loader. For <code>x11</code> support, it talks to +the X server directly using (XCB-)DRI2 protocol.</p> + +<p>This driver can share DRI drivers with <code>libGL</code>.</p> + +</dd> + +<h2>Packaging</h2> + +<p>The ABI between the main library and its drivers are not stable. Nor is +there a plan to stabilize it at the moment.</p> + +<h2>Developers</h2> + +<p>The sources of the main library and drivers can be found at +<code>src/egl/</code>.</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 +through <code>eglReleaseThread</code>, all current display resources should be +released. Another way to destroy 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<Resource>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<Resource>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><code>EGL_RENDER_BUFFER</code></h3> + +<p>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 <code>EGL_RENDER_BUFFER</code> set to +<code>EGL_SINGLE_BUFFER</code>; If the same context is later bound to a +surface with <code>EGL_RENDER_BUFFER</code> set to +<code>EGL_BACK_BUFFER</code>, 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.</p> + +<p>For pbuffer surfaces, the render buffer is always +<code>EGL_BACK_BUFFER</code>. And for pixmap surfaces, the render buffer is +always <code>EGL_SINGLE_BUFFER</code>. Unlike window surfaces, EGL spec +requires their <code>EGL_RENDER_BUFFER</code> values to be honored. As a +result, a driver should never set <code>EGL_PIXMAP_BIT</code> or +<code>EGL_PBUFFER_BIT</code> bits of a config if the contexts created with the +config won't be able to honor the <code>EGL_RENDER_BUFFER</code> of pixmap or +pbuffer surfaces.</p> + +<p>It should also be noted that pixmap and pbuffer surfaces are assumed to be +single-buffered, in that <code>eglSwapBuffers</code> 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.</p> + +<p>There is no defined behavior as to, for example, how +<code>glDrawBuffer</code> interacts with <code>EGL_RENDER_BUFFER</code>. 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.</p> + +<h3><code>EGLDisplay</code> Mutex</h3> + +The <code>EGLDisplay</code> will be locked before calling any of the dispatch +functions (well, except for GetProcAddress which does not take an +<code>EGLDisplay</code>). 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 <code>EGLDisplay</code> without going through the EGL APIs, the driver +should as well lock the display before using it. + +</div> +</body> +</html> |