mesa/src/egl/main
Neil Roberts 551d459af4 Add the EGL_MESA_configless_context extension
This extension provides a way for an application to render to multiple
surfaces with different buffer formats without having to use multiple
contexts. An EGLContext can be created without an EGLConfig by passing
EGL_NO_CONFIG_MESA. In that case there are no restrictions on the surfaces
that can be used with the context apart from that they must be using the same
EGLDisplay.

_mesa_initialze_context can now take a NULL gl_config which will mark the
context as ‘configless’. It will memset the visual to zero in that case.
Previously the i965 and i915 drivers were explicitly creating a zeroed visual
whenever 0 is passed for the EGLConfig. Mesa needs to be aware that the
context is configless because it affects the initial value to use for
glDrawBuffer. The first time the context is bound it will set the initial
value for configless contexts depending on whether the framebuffer used is
double-buffered.

Reviewed-by: Kristian Høgsberg <krh@bitplanet.net>
2014-03-12 14:40:47 -07:00
..
Android.mk egl-static: use loader util lib 2014-01-18 18:47:48 +00:00
Makefile.am egl/glx: Remove egl_glx driver 2014-02-05 18:19:26 -08:00
README.txt
SConscript
egl.def
egl.pc.in
eglapi.c Add the EGL_MESA_configless_context extension 2014-03-12 14:40:47 -07:00
eglapi.h s/Tungsten Graphics/VMware/ 2014-01-17 20:00:32 +00:00
eglarray.c
eglarray.h
eglcompiler.h
eglconfig.c s/Tungsten Graphics/VMware/ 2014-01-17 20:00:32 +00:00
eglconfig.h s/Tungsten Graphics/VMware/ 2014-01-17 20:00:32 +00:00
eglcontext.c Add the EGL_MESA_configless_context extension 2014-03-12 14:40:47 -07:00
eglcontext.h s/Tungsten Graphics/VMware/ 2014-01-17 20:00:32 +00:00
eglcurrent.c egl: Kill macro _EGL_DECLARE_MUTEX 2013-11-26 12:50:30 -08:00
eglcurrent.h
egldefines.h s/Tungsten Graphics/VMware/ 2014-01-17 20:00:32 +00:00
egldisplay.c egl: clarify what _eglInitResource does 2014-02-19 13:08:54 +08:00
egldisplay.h Add the EGL_MESA_configless_context extension 2014-03-12 14:40:47 -07:00
egldriver.c egl/glx: Remove egl_glx driver 2014-02-05 18:19:26 -08:00
egldriver.h s/Tungsten Graphics/VMware/ 2014-01-17 20:00:32 +00:00
eglfallbacks.c
eglglobals.c s/Tungsten Graphics/VMware/ 2014-01-17 20:00:32 +00:00
eglglobals.h s/Tungsten Graphics/VMware/ 2014-01-17 20:00:32 +00:00
eglimage.c
eglimage.h
egllog.c s/Tungsten Graphics/VMware/ 2014-01-17 20:00:32 +00:00
egllog.h s/Tungsten Graphics/VMware/ 2014-01-17 20:00:32 +00:00
eglmisc.c Add the EGL_MESA_configless_context extension 2014-03-12 14:40:47 -07:00
eglmisc.h s/Tungsten Graphics/VMware/ 2014-01-17 20:00:32 +00:00
eglmode.c s/Tungsten Graphics/VMware/ 2014-01-17 20:00:32 +00:00
eglmode.h s/Tungsten Graphics/VMware/ 2014-01-17 20:00:32 +00:00
eglmutex.h egl: Use C11 thread abstractions. 2014-01-23 12:55:55 +00:00
eglscreen.c s/Tungsten Graphics/VMware/ 2014-01-17 20:00:32 +00:00
eglscreen.h s/Tungsten Graphics/VMware/ 2014-01-17 20:00:32 +00:00
eglstring.c s/Tungsten Graphics/VMware/ 2014-01-17 20:00:32 +00:00
eglstring.h s/Tungsten Graphics/VMware/ 2014-01-17 20:00:32 +00:00
eglsurface.c Revert "egl: Unhide functionality in _eglInitSurface()" 2014-02-19 13:08:44 +08:00
eglsurface.h s/Tungsten Graphics/VMware/ 2014-01-17 20:00:32 +00:00
eglsync.c
eglsync.h
egltypedefs.h s/Tungsten Graphics/VMware/ 2014-01-17 20:00:32 +00:00

README.txt


Notes about the EGL library:


The EGL code here basically consists of two things:

1. An EGL API dispatcher.  This directly routes all the eglFooBar() API
   calls into driver-specific functions.

2. Fallbacks for EGL API functions.  A driver _could_ implement all the
   EGL API calls from scratch.  But in many cases, the fallbacks provided
   in libEGL (such as eglChooseConfig()) will do the job.



Bootstrapping:

When the apps calls eglOpenDisplay() a device driver is selected and loaded
(look for dlsym() or LoadLibrary() in egldriver.c).

The driver's _eglMain() function is then called.  This driver function
allocates, initializes and returns a new _EGLDriver object (usually a
subclass of that type).

As part of initialization, the dispatch table in _EGLDriver->API must be
populated with all the EGL entrypoints.  Typically, _eglInitDriverFallbacks()
can be used to plug in default/fallback functions.  Some functions like
driver->API.Initialize and driver->API.Terminate _must_ be implemented
with driver-specific code (no default/fallback function is possible).


A bit later, the app will call eglInitialize().  This will get routed
to the driver->API.Initialize() function.  Any additional driver
initialization that wasn't done in _eglMain() should be done at this
point.  Typically, this will involve setting up visual configs, etc.



Special Functions:

Certain EGL functions _must_ be implemented by the driver.  This includes:

eglCreateContext
eglCreateWindowSurface
eglCreatePixmapSurface
eglCreatePBufferSurface
eglMakeCurrent
eglSwapBuffers

Most of the EGLConfig-related functions can be implemented with the
defaults/fallbacks.  Same thing for the eglGet/Query functions.




Teardown:

When eglTerminate() is called, the driver->API.Terminate() function is
called.  The driver should clean up after itself.  eglTerminate() will
then close/unload the driver (shared library).




Subclassing:

The internal libEGL data structures such as _EGLDisplay, _EGLContext,
_EGLSurface, etc should be considered base classes from which drivers
will derive subclasses.