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authorJonathan Gray <jsg@cvs.openbsd.org>2020-01-22 02:49:53 +0000
committerJonathan Gray <jsg@cvs.openbsd.org>2020-01-22 02:49:53 +0000
commitd264279e28002d81821c883795911844a4c01a2c (patch)
treeb0481616eda55b543a0dc1487d096c3239885c41 /lib/mesa/docs/egl.html
parentfdcc03929065b5bf5dd93553db219ea3e05c8c34 (diff)
Merge Mesa 19.2.8
Diffstat (limited to 'lib/mesa/docs/egl.html')
-rw-r--r--lib/mesa/docs/egl.html45
1 files changed, 19 insertions, 26 deletions
diff --git a/lib/mesa/docs/egl.html b/lib/mesa/docs/egl.html
index 2bc8f2372..6f4028f75 100644
--- a/lib/mesa/docs/egl.html
+++ b/lib/mesa/docs/egl.html
@@ -2,19 +2,19 @@
<html lang="en">
<head>
<meta http-equiv="content-type" content="text/html; charset=utf-8">
- <title>Mesa EGL</title>
+ <title>EGL</title>
<link rel="stylesheet" type="text/css" href="mesa.css">
</head>
<body>
<div class="header">
- <h1>The Mesa 3D Graphics Library</h1>
+ The Mesa 3D Graphics Library
</div>
<iframe src="contents.html"></iframe>
<div class="content">
-<h1>Mesa EGL</h1>
+<h1>EGL</h1>
<p>The current version of EGL in Mesa implements EGL 1.4. More information
about EGL can be found at
@@ -33,13 +33,16 @@ directly dispatched to the drivers.</p>
<ol>
<li>
-<p>Run <code>configure</code> with the desired client APIs and enable
-the driver for your hardware. For example</p>
+<p>Configure your build 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=...
+$ meson configure \
+ -D egl=true \
+ -D gles1=true \
+ -D gles2=true \
+ -D dri-drivers=... \
+ -D gallium-drivers=...
</pre>
<p>The main library and OpenGL is enabled by default. The first two options
@@ -61,7 +64,7 @@ or more EGL drivers.</p>
time</p>
<dl>
-<dt><code>--enable-egl</code></dt>
+<dt><code>-D egl=true</code></dt>
<dd>
<p>By default, EGL is enabled. When disabled, the main library and the drivers
@@ -69,19 +72,11 @@ 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-platforms</code></dt>
+<dt><code>-D platforms=...</code></dt>
<dd>
<p>List the platforms (window systems) to support. Its argument is a comma
-separated string such as <code>--with-platforms=x11,drm</code>. It decides
+separated string such as <code>-D 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.</p>
@@ -90,15 +85,13 @@ the main library to decide the native platform.</p>
and <code>haiku</code>.
The <code>android</code> platform can either be built as a system
component, part of AOSP, using <code>Android.mk</code> files, or
-cross-compiled using appropriate <code>configure</code> options.
-The <code>haiku</code> platform can only be built with SCons.
+cross-compiled using appropriate options.
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>
+<dt><code>-D gles1=true</code> and <code>-D gles2=true</code></dt>
<dd>
<p>These options enable OpenGL ES support in OpenGL. The result is one big
@@ -106,7 +99,7 @@ internal library that supports multiple APIs.</p>
</dd>
-<dt><code>--enable-shared-glapi</code></dt>
+<dt><code>-D shared-glapi=true</code></dt>
<dd>
<p>By default, <code>libGL</code> has its own copy of <code>libglapi</code>.
@@ -134,9 +127,9 @@ runtime</p>
<dd>
<p>This variable specifies the native platform. The valid values are the same
-as those for <code>--with-platforms</code>. When the variable is not set,
+as those for <code>-D platforms=...</code>. When the variable is not set,
the main library uses the first platform listed in
-<code>--with-platforms</code> as the native platform.</p>
+<code>-D 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