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diff --git a/mesalib/docs/egl.html b/mesalib/docs/egl.html new file mode 100644 index 000000000..55907f6cf --- /dev/null +++ b/mesalib/docs/egl.html @@ -0,0 +1,324 @@ +<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 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_DRIVERS_PATH</code> + +<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> + +</li> + +<li><code>EGL_DRIVER</code> + +<p>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.</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_<dpy>_i915</code></li> +<li><code>egl_<dpy>_i965</code></li> +<li><code>egl_<dpy>_radeon</code></li> +<li><code>egl_<dpy>_nouveau</code></li> +<li><code>egl_<dpy>_swrast</code></li> +<li><code>egl_<dpy>_vmwgfx</code></li> +</ul> + +<p><code><dpy></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_dri2</code> + +<p>This driver supports the X Window System as its window system. It functions +as a DRI2 driver loader. Unlike <code>egl_glx</code>, it has no dependency on +<code>libGL</code>. It talks to the X server directly using DRI2 protocol.</p> + +</li> +<li><code>egl_dri</code> + +<p>This driver lacks maintenance and does <em>not</em> build. It is similiar +to <code>egl_dri2</code> in that it functions as a DRI(1) driver loader. But +unlike <code>egl_dri2</code>, it supports Linux framebuffer devices as its +window system and supports EGL_MESA_screen_surface extension. As DRI1 drivers +are phasing out, it might eventually be replaced by <code>egl_dri2</code>.</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<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. + +<h3>TODOs</h3> + +<ul> +<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> + +</ul> + +</body> +</html> |