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The EGL library has some references to x11 but it gets the link flags from the XCB_DRI2_LIBS if and only if HAVE_EGL_PLATFORM_X11 is true. The X11_LIBS variable was probably coming from a PKG_CHECK_MODULES (x11) earlier in history. If it is possible to have HAVE_EGL_DRIVER_GLX without HAVE_EGL_PLATFORM_X11 then the link flags for libX11 should be passed. However, it won't come from X11_LIBS which is undefined. Reported-by: Emil Velikov <emil.l.velikov@gmail.com> Acked-by: Emil Velikov <emil.l.velikov@gmail.com> Signed-off-by: Gaetan Nadon <memsize@videotron.ca> |
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| .. | ||
| Android.mk | ||
| egl.def | ||
| egl.pc.in | ||
| eglapi.c | ||
| eglapi.h | ||
| eglarray.c | ||
| eglarray.h | ||
| eglcompiler.h | ||
| eglconfig.c | ||
| eglconfig.h | ||
| eglcontext.c | ||
| eglcontext.h | ||
| eglcurrent.c | ||
| eglcurrent.h | ||
| egldefines.h | ||
| egldisplay.c | ||
| egldisplay.h | ||
| egldriver.c | ||
| egldriver.h | ||
| eglfallbacks.c | ||
| eglglobals.c | ||
| eglglobals.h | ||
| eglimage.c | ||
| eglimage.h | ||
| egllog.c | ||
| egllog.h | ||
| eglmisc.c | ||
| eglmisc.h | ||
| eglmode.c | ||
| eglmode.h | ||
| eglmutex.h | ||
| eglscreen.c | ||
| eglscreen.h | ||
| eglstring.c | ||
| eglstring.h | ||
| eglsurface.c | ||
| eglsurface.h | ||
| eglsync.c | ||
| eglsync.h | ||
| egltypedefs.h | ||
| Makefile.am | ||
| README.txt | ||
| SConscript | ||
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.