I am trying to use [Cairo](http://cairographics.org/) library in a C++ application utilizing its GL acceleration in Mac. (I made same tests with its Quartz backend but the performance was disappointing.) It says it supports EGL and GLX. Use of GLX requires (externally installed) [XQuartz](http://xquartz.macosforge.org/landing/) and opens an XWindow so I lean towards EGL:

Apple's [programming guide pages](https://developer.apple.com/library/mac/documentation/graphicsimaging/conceptual/opengl-macprogguide/opengl_drawing/opengl_drawing.html) tell to use NSOpenGL\*, which [this](http://www.geeks3d.com/20121109/overview-of-opengl-support-on-os-x/) page and others say it uses CGL.

[This](http://www.g-truc.net/post-0457.html) (2012) page says Mac has EAGL and it is only similar to EGL (I suppose it refers to IOS, not MAC as its EAGL reference links to IOS help pages).

[Angle](https://code.google.com/p/angleproject/) says it supports EGL but it is for Direct3D in windows, as I understand(?)

[GLFW](http://www.glfw.org/) v3 is also said to support (in future releases?) but via GLX, it is said (?).

[Mali](http://malideveloper.arm.com/) says it has a simulator for Mac but I don't know if it is accelerated or is only for its hardware (it also says it only supports a subset of EGL on different platforms).

Most of the links refer to mobile when EGL is used. I am using Mac OS 10.8 and XCode 4.6. What is the current situation / How can I (if I can) use EGL in Mac (now)?