mirror of
https://gitlab.freedesktop.org/mesa/mesa.git
synced 2026-05-30 00:58:14 +02:00
On EGL 1.4, one had to check for the existence of EGL_EXT_platform_base before querying the eglGetPlatformDisplayEXT() and eglCreatePlatformWindowSurfaceEXT() symbols, to then use them if the EGL_EXT_platform_* extension for the given platform was exposed. Since EGL 1.5, the platform functionality was made core, which means we can obtain the symbols unconditionally, but we can't know the EGL version before having created a display, at which point we've already done a platform selection by passing an EGLNativeDisplay. The EGL_KHR_platform_* extensions thus are used by clients to know whether it's safe or not to dlsym() the EGL 1.5 symbols. This commit adds those extensions when the given platform is enabled. Acked-by: Alyssa Rosenzweig <alyssa@collabora.com> Reviewed-by: Eric Engestrom <eric@engestrom.ch> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5052> |
||
|---|---|---|
| .. | ||
| 50_mesa.json | ||
| egl.def | ||
| eglapi.c | ||
| eglapi.h | ||
| eglarray.c | ||
| eglarray.h | ||
| eglconfig.c | ||
| eglconfig.h | ||
| eglcontext.c | ||
| eglcontext.h | ||
| eglcurrent.c | ||
| eglcurrent.h | ||
| egldefines.h | ||
| egldevice.c | ||
| egldevice.h | ||
| egldispatchstubs.c | ||
| egldispatchstubs.h | ||
| egldisplay.c | ||
| egldisplay.h | ||
| egldriver.c | ||
| egldriver.h | ||
| eglentrypoint.h | ||
| eglglobals.c | ||
| eglglobals.h | ||
| eglglvnd.c | ||
| eglimage.c | ||
| eglimage.h | ||
| egllog.c | ||
| egllog.h | ||
| eglsurface.c | ||
| eglsurface.h | ||
| eglsync.c | ||
| eglsync.h | ||
| egltypedefs.h | ||
| 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 eglInitialize() a device driver is selected and loaded (look for _eglAddDrivers() and _eglLoadModule() in egldriver.c). The built-in driver's entry point function is then called and given a freshly allocated and initialised _EGLDriver, with default fallback entrypoints set. As part of initialization, the dispatch table in _EGLDriver->API must be populated with all the EGL entrypoints. Some functions like driver->API.Initialize and driver->API.Terminate _must_ be implemented with driver-specific code (no default/fallback function is possible). Shortly after, the driver->API.Initialize() function is executed. Any additional driver initialization that wasn't done in the driver entry point 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.