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Additions/3D/mesa: export mesa-24.0.2 to OSE. bugref:10606

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1EGL
2===
3
4The current version of EGL in Mesa implements EGL 1.4. More information
5about EGL can be found at https://www.khronos.org/egl/.
6
7The Mesa's implementation of EGL uses a driver architecture. The main
8library (``libEGL``) is window system neutral. It provides the EGL API
9entry points and helper functions for use by the drivers. Drivers are
10dynamically loaded by the main library and most of the EGL API calls are
11directly dispatched to the drivers.
12
13The driver in use decides the window system to support.
14
15Build EGL
16---------
17
18#. Configure your build with the desired client APIs and enable the
19 driver for your hardware. For example:
20
21 .. code-block:: console
22
23 $ meson configure \
24 -D egl=enabled \
25 -D gles1=enabled \
26 -D gles2=enabled \
27 -D gallium-drivers=...
28
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
32 respectively.
33
34#. Build and install Mesa as usual.
35
36In the given example, it will build and install ``libEGL``, ``libGL``,
37``libGLESv1_CM``, ``libGLESv2``, and one or more EGL drivers.
38
39Configure Options
40~~~~~~~~~~~~~~~~~
41
42There are several options that control the build of EGL at configuration
43time
44
45``-D egl=enabled``
46 By default, EGL is enabled. When disabled, the main library and the
47 drivers will not be built.
48
49``-D platforms=...``
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.
54
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.
61
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.
65
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.
70
71Use EGL
72-------
73
74Demos
75~~~~~
76
77There are demos for the client APIs supported by EGL. They can be found
78in mesa/demos repository.
79
80Environment Variables
81~~~~~~~~~~~~~~~~~~~~~
82
83There are several environment variables that control the behavior of EGL
84at runtime
85
86``EGL_PLATFORM``
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.
91
92``EGL_LOG_LEVEL``
93 This changes the log level of the main library and the drivers. The
94 valid values are: ``debug``, ``info``, ``warning``, and ``fatal``.
95
96Packaging
97---------
98
99The ABI between the main library and its drivers are not stable. Nor is
100there a plan to stabilize it at the moment.
101
102Developers
103----------
104
105The sources of the main library and drivers can be found at
106``src/egl/``.
107
108The code basically consists of two things:
109
1101. An EGL API dispatcher. This directly routes all the ``eglFooBar()``
111 API calls into driver-specific functions.
112
1132. Two EGL drivers (``dri2`` and ``haiku``), implementing the API
114 functions handling the platforms' specifics.
115
116Two of API functions are optional (``eglQuerySurface()`` and
117``eglSwapInterval()``); the former provides fallback for all the
118platform-agnostic attributes (i.e. everything except ``EGL_WIDTH``
119& ``EGL_HEIGHT``), and the latter just silently pretends the API call
120succeeded (as per EGL spec).
121
122A driver _could_ implement all the other EGL API functions, but several of
123them are only needed for extensions, like ``eglSwapBuffersWithDamageEXT()``.
124See ``src/egl/main/egldriver.h`` to see which driver hooks are only
125required by extensions.
126
127Bootstrapping
128~~~~~~~~~~~~~
129
130When the apps calls ``eglInitialize()``, the driver's ``Initialize()``
131function is called. If the first driver initialization attempt fails,
132a second one is tried using only software components (this can be forced
133using the ``LIBGL_ALWAYS_SOFTWARE`` environment variable). Typically,
134this function takes care of setting up visual configs, creating EGL
135devices, etc.
136
137Teardown
138~~~~~~~~
139
140When ``eglTerminate()`` is called, the ``driver->Terminate()`` function
141is called. The driver should clean up after itself.
142
143Subclassing
144~~~~~~~~~~~
145
146The internal libEGL data structures such as ``_EGLDisplay``,
147``_EGLContext``, ``_EGLSurface``, etc. should be considered base classes
148from which drivers will derive subclasses.
149
150EGL Drivers
151-----------
152
153``egl_dri2``
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``).
159
160 This driver can share DRI drivers with ``libGL``.
161
162``haiku``
163 This driver supports only the `Haiku <https://www.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.
166
167Lifetime of Display Resources
168~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
169
170Contexts and surfaces are examples of display resources. They might live
171longer than the display that creates them.
172
173In EGL, when a display is terminated through ``eglTerminate``, all
174display resources should be destroyed. Similarly, when a thread is
175released through ``eglReleaseThread``, all current display resources
176should be released. Another way to destroy or release resources is
177through functions such as ``eglDestroySurface`` or ``eglMakeCurrent``.
178
179When a resource that is current to some thread is destroyed, the
180resource should not be destroyed immediately. EGL requires the resource
181to live until it is no longer current. A driver usually calls
182``eglIs<Resource>Bound`` to check if a resource is bound (current) to
183any thread in the destroy callbacks. If it is still bound, the resource
184is not destroyed.
185
186The main library will mark destroyed current resources as unlinked. In a
187driver's ``MakeCurrent`` callback, ``eglIs<Resource>Linked`` can then be
188called to check if a newly released resource is linked to a display. If
189it is not, the last reference to the resource is removed and the driver
190should destroy the resource. But it should be careful here because
191``MakeCurrent`` might be called with an uninitialized display.
192
193This is the only mechanism provided by the main library to help manage
194the resources. The drivers are responsible to the correct behavior as
195defined by EGL.
196
197``EGL_RENDER_BUFFER``
198~~~~~~~~~~~~~~~~~~~~~
199
200In EGL, the color buffer a context should try to render to is decided by
201the binding surface. It should try to render to the front buffer if the
202binding surface has ``EGL_RENDER_BUFFER`` set to ``EGL_SINGLE_BUFFER``;
203If the same context is later bound to a surface with
204``EGL_RENDER_BUFFER`` set to ``EGL_BACK_BUFFER``, the context should try
205to render to the back buffer. However, the context is allowed to make
206the final decision as to which color buffer it wants to or is able to
207render to.
208
209For pbuffer surfaces, the render buffer is always ``EGL_BACK_BUFFER``.
210And 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
213never set ``EGL_PIXMAP_BIT`` or ``EGL_PBUFFER_BIT`` bits of a config if
214the contexts created with the config won't be able to honor the
215``EGL_RENDER_BUFFER`` of pixmap or pbuffer surfaces.
216
217It should also be noted that pixmap and pbuffer surfaces are assumed to
218be single-buffered, in that ``eglSwapBuffers`` has no effect on them. It
219is desirable that a driver allocates a private color buffer for each
220pbuffer surface created. If the window system the driver supports has
221native pbuffers, or if the native pixmaps have more than one color
222buffers, the driver should carefully attach the native color buffers to
223the EGL surfaces, re-route them if required.
224
225There is no defined behavior as to, for example, how ``glDrawBuffer``
226interacts with ``EGL_RENDER_BUFFER``. Right now, it is desired that the
227draw buffer in a client API be fixed for pixmap and pbuffer surfaces.
228Therefore, the driver is responsible to guarantee that the client API
229renders to the specified render buffer for pixmap and pbuffer surfaces.
230
231``EGLDisplay`` Mutex
232~~~~~~~~~~~~~~~~~~~~
233
234The ``EGLDisplay`` will be locked before calling any of the dispatch
235functions (well, except for GetProcAddress which does not take an
236``EGLDisplay``). This guarantees that the same dispatch function will
237not be called with the same display at the same time. If a driver has
238access to an ``EGLDisplay`` without going through the EGL APIs, the
239driver should as well lock the display before using it.
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