2020-06-13 02:09:42 +08:00
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EGL
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===
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The current version of EGL in Mesa implements EGL 1.4. More information
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about EGL can be found at https://www.khronos.org/egl/.
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The Mesa's implementation of EGL uses a driver architecture. The main
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library (``libEGL``) is window system neutral. It provides the EGL API
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entry points and helper functions for use by the drivers. Drivers are
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dynamically loaded by the main library and most of the EGL API calls are
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directly dispatched to the drivers.
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The driver in use decides the window system to support.
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Build EGL
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---------
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#. Configure your build with the desired client APIs and enable the
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driver for your hardware. For example:
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2019-06-04 20:14:13 +08:00
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.. code-block:: console
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$ meson configure \
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-D egl=enabled \
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-D gles1=enabled \
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-D gles2=enabled \
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-D dri-drivers=... \
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-D gallium-drivers=...
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The main library and OpenGL is enabled by default. The first two
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2020-06-15 18:31:36 +08:00
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options above enables :doc:`OpenGL ES 1.x and 2.x <opengles>`. The
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last two options enables the listed classic and Gallium drivers
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respectively.
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#. Build and install Mesa as usual.
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In the given example, it will build and install ``libEGL``, ``libGL``,
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``libGLESv1_CM``, ``libGLESv2``, and one or more EGL drivers.
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Configure Options
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~~~~~~~~~~~~~~~~~
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There are several options that control the build of EGL at configuration
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time
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2020-12-19 13:56:33 +08:00
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``-D egl=enabled``
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By default, EGL is enabled. When disabled, the main library and the
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drivers will not be built.
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``-D platforms=...``
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List the platforms (window systems) to support. Its argument is a
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comma separated string such as ``-D platforms=x11,wayland``. It decides
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the platforms a driver may support. The first listed platform is also
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used by the main library to decide the native platform.
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2019-06-25 22:44:16 +08:00
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The available platforms are ``x11``, ``wayland``,
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``android``, and ``haiku``. The ``android`` platform
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can either be built as a system component, part of AOSP, using
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``Android.mk`` files, or cross-compiled using appropriate options.
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Unless for special needs, the build system should select the right
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platforms automatically.
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``-D gles1=enabled`` and ``-D gles2=enabled``
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These options enable OpenGL ES support in OpenGL. The result is one
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big internal library that supports multiple APIs.
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``-D shared-glapi=enabled``
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By default, ``libGL`` has its own copy of ``libglapi``. This options
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makes ``libGL`` use the shared ``libglapi``. This is required if
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applications mix OpenGL and OpenGL ES.
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Use EGL
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-------
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Demos
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~~~~~
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There are demos for the client APIs supported by EGL. They can be found
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in mesa/demos repository.
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Environment Variables
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~~~~~~~~~~~~~~~~~~~~~
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There are several environment variables that control the behavior of EGL
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at runtime
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``EGL_PLATFORM``
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This variable specifies the native platform. The valid values are the
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same as those for ``-D platforms=...``. When the variable is not set,
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the main library uses the first platform listed in
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``-D platforms=...`` as the native platform.
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Extensions like ``EGL_MESA_drm_display`` define new functions to
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create displays for non-native platforms. These extensions are
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usually used by applications that support non-native platforms.
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Setting this variable is probably required only for some of the demos
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found in mesa/demo repository.
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``EGL_LOG_LEVEL``
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This changes the log level of the main library and the drivers. The
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valid values are: ``debug``, ``info``, ``warning``, and ``fatal``.
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Packaging
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---------
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The ABI between the main library and its drivers are not stable. Nor is
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there a plan to stabilize it at the moment.
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Developers
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----------
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The sources of the main library and drivers can be found at
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``src/egl/``.
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2020-07-31 06:47:13 +08:00
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The code basically consists of two things:
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1. An EGL API dispatcher. This directly routes all the ``eglFooBar()``
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API calls into driver-specific functions.
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2. Two EGL drivers (``dri2`` and ``haiku``), implementing the API
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functions handling the platforms' specifics.
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Two of API functions are optional (``eglQuerySurface()`` and
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``eglSwapInterval()``); the former provides fallback for all the
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platform-agnostic attributes (i.e. everything except ``EGL_WIDTH``
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& ``EGL_HEIGHT``), and the latter just silently pretends the API call
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succeeded (as per EGL spec).
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A driver _could_ implement all the other EGL API functions, but several of
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them are only needed for extensions, like ``eglSwapBuffersWithDamageEXT()``.
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See ``src/egl/main/egldriver.h`` to see which driver hooks are only
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required by extensions.
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Bootstrapping
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~~~~~~~~~~~~~
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When the apps calls ``eglInitialize()``, the driver's ``Initialize()``
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function is called. If the first driver initialization attempt fails,
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a second one is tried using only software components (this can be forced
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using the ``LIBGL_ALWAYS_SOFTWARE`` environment variable). Typically,
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this function takes care of setting up visual configs, creating EGL
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devices, etc.
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Teardown
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~~~~~~~~
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When ``eglTerminate()`` is called, the ``driver->Terminate()`` function
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is called. The driver should clean up after itself.
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Subclassing
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~~~~~~~~~~~
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The internal libEGL data structures such as ``_EGLDisplay``,
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``_EGLContext``, ``_EGLSurface``, etc. should be considered base classes
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from which drivers will derive subclasses.
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2020-07-29 17:06:15 +08:00
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EGL Drivers
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-----------
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``egl_dri2``
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This driver supports several platforms: ``android``, ``device``,
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``drm``, ``surfaceless``, ``wayland`` and ``x11``. It functions as
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a DRI driver loader. For ``x11`` support, it talks to the X server
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directly using (XCB-)DRI3 protocol when available, and falls back to
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DRI2 if necessary (can be forced with ``LIBGL_DRI3_DISABLE``).
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This driver can share DRI drivers with ``libGL``.
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2020-07-29 17:33:12 +08:00
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``haiku``
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This driver supports only the `Haiku <https://haiku-os.org>`__
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platform. It is also much less feature-complete than ``egl_dri2``,
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supporting only part of EGL 1.4 and none of the extensions beyond it.
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Lifetime of Display Resources
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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Contexts and surfaces are examples of display resources. They might live
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longer than the display that creates them.
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In EGL, when a display is terminated through ``eglTerminate``, all
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display resources should be destroyed. Similarly, when a thread is
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released through ``eglReleaseThread``, all current display resources
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should be released. Another way to destroy or release resources is
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through functions such as ``eglDestroySurface`` or ``eglMakeCurrent``.
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When a resource that is current to some thread is destroyed, the
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resource should not be destroyed immediately. EGL requires the resource
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to live until it is no longer current. A driver usually calls
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``eglIs<Resource>Bound`` to check if a resource is bound (current) to
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any thread in the destroy callbacks. If it is still bound, the resource
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is not destroyed.
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The main library will mark destroyed current resources as unlinked. In a
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driver's ``MakeCurrent`` callback, ``eglIs<Resource>Linked`` can then be
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called to check if a newly released resource is linked to a display. If
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it is not, the last reference to the resource is removed and the driver
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should destroy the resource. But it should be careful here because
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``MakeCurrent`` might be called with an uninitialized display.
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This is the only mechanism provided by the main library to help manage
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the resources. The drivers are responsible to the correct behavior as
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defined by EGL.
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``EGL_RENDER_BUFFER``
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~~~~~~~~~~~~~~~~~~~~~
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In EGL, the color buffer a context should try to render to is decided by
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the binding surface. It should try to render to the front buffer if the
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binding surface has ``EGL_RENDER_BUFFER`` set to ``EGL_SINGLE_BUFFER``;
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If the same context is later bound to a surface with
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``EGL_RENDER_BUFFER`` set to ``EGL_BACK_BUFFER``, the context should try
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to render to the back buffer. However, the context is allowed to make
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the final decision as to which color buffer it wants to or is able to
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render to.
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For pbuffer surfaces, the render buffer is always ``EGL_BACK_BUFFER``.
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And for pixmap surfaces, the render buffer is always
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``EGL_SINGLE_BUFFER``. Unlike window surfaces, EGL spec requires their
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``EGL_RENDER_BUFFER`` values to be honored. As a result, a driver should
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never set ``EGL_PIXMAP_BIT`` or ``EGL_PBUFFER_BIT`` bits of a config if
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the contexts created with the config won't be able to honor the
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``EGL_RENDER_BUFFER`` of pixmap or pbuffer surfaces.
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It should also be noted that pixmap and pbuffer surfaces are assumed to
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be single-buffered, in that ``eglSwapBuffers`` has no effect on them. It
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is desirable that a driver allocates a private color buffer for each
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pbuffer surface created. If the window system the driver supports has
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native pbuffers, or if the native pixmaps have more than one color
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buffers, the driver should carefully attach the native color buffers to
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the EGL surfaces, re-route them if required.
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There is no defined behavior as to, for example, how ``glDrawBuffer``
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interacts with ``EGL_RENDER_BUFFER``. Right now, it is desired that the
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draw buffer in a client API be fixed for pixmap and pbuffer surfaces.
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Therefore, the driver is responsible to guarantee that the client API
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renders to the specified render buffer for pixmap and pbuffer surfaces.
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``EGLDisplay`` Mutex
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~~~~~~~~~~~~~~~~~~~~
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The ``EGLDisplay`` will be locked before calling any of the dispatch
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functions (well, except for GetProcAddress which does not take an
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``EGLDisplay``). This guarantees that the same dispatch function will
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not be called with the same display at the same time. If a driver has
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access to an ``EGLDisplay`` without going through the EGL APIs, the
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driver should as well lock the display before using it.
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