1<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd"> 2<html lang="en"> 3<head> 4 <meta http-equiv="content-type" content="text/html; charset=utf-8"> 5 <title>Mesa FAQ</title> 6 <link rel="stylesheet" type="text/css" href="mesa.css"> 7</head> 8<body> 9 10<div class="header"> 11 <h1>The Mesa 3D Graphics Library</h1> 12</div> 13 14<iframe src="contents.html"></iframe> 15<div class="content"> 16 17<center> 18<h1>Mesa Frequently Asked Questions</h1> 19Last updated: 9 October 2012 20</center> 21 22<br> 23<br> 24<h2>Index</h2> 25<a href="#part1">1. High-level Questions and Answers</a> 26<br> 27<a href="#part2">2. Compilation and Installation Problems</a> 28<br> 29<a href="#part3">3. Runtime / Rendering Problems</a> 30<br> 31<a href="#part4">4. Developer Questions</a> 32<br> 33<br> 34<br> 35 36 37 38<h1 id="part1">1. High-level Questions and Answers</h1> 39 40<h2>1.1 What is Mesa?</h2> 41<p> 42Mesa is an open-source implementation of the OpenGL specification. 43OpenGL is a programming library for writing interactive 3D applications. 44See the <a href="https://www.opengl.org/">OpenGL website</a> for more 45information. 46</p> 47<p> 48Mesa 9.x supports the OpenGL 3.1 specification. 49</p> 50 51 52<h2>1.2 Does Mesa support/use graphics hardware?</h2> 53<p> 54Yes. Specifically, Mesa serves as the OpenGL core for the open-source DRI 55drivers for X.org. 56</p> 57<ul> 58 <li>See the <a href="https://dri.freedesktop.org/">DRI website</a> 59 for more information.</li> 60 <li>See <a href="https://01.org/linuxgraphics">01.org</a> 61 for more information about Intel drivers.</li> 62 <li>See <a href="https://nouveau.freedesktop.org">nouveau.freedesktop.org</a> 63 for more information about Nouveau drivers.</li> 64 <li>See <a href="https://www.x.org/wiki/RadeonFeature">www.x.org/wiki/RadeonFeature</a> 65 for more information about Radeon drivers.</li> 66</ul> 67 68<h2>1.3 What purpose does Mesa serve today?</h2> 69<p> 70Hardware-accelerated OpenGL implementations are available for most popular 71operating systems today. 72Still, Mesa serves at least these purposes: 73</p> 74<ul> 75<li>Mesa is used as the core of the open-source X.org DRI 76 hardware drivers. 77</li> 78<li>Mesa is quite portable and allows OpenGL to be used on systems 79 that have no other OpenGL solution. 80</li> 81<li>Software rendering with Mesa serves as a reference for validating the 82 hardware drivers. 83</li> 84<li>A software implementation of OpenGL is useful for experimentation, 85 such as testing new rendering techniques. 86</li> 87<li>Mesa can render images with deep color channels: 16-bit integer 88 and 32-bit floating point color channels are supported. 89 This capability is only now appearing in hardware. 90</li> 91<li>Mesa's internal limits (max lights, clip planes, texture size, etc) can be 92 changed for special needs (hardware limits are hard to overcome). 93</li> 94</ul> 95 96 97<h2>1.4 What's the difference between "Stand-Alone" Mesa and the DRI drivers?</h2> 98<p> 99<em>Stand-alone Mesa</em> is the original incarnation of Mesa. 100On systems running the X Window System it does all its rendering through 101the Xlib API: 102</p> 103<ul> 104<li>The GLX API is supported, but it's really just an emulation of the 105 real thing. 106<li>The GLX wire protocol is not supported and there's no OpenGL extension 107 loaded by the X server. 108<li>There is no hardware acceleration. 109<li>The OpenGL library, libGL.so, contains everything (the programming API, 110 the GLX functions and all the rendering code). 111</ul> 112<p> 113Alternately, Mesa acts as the core for a number of OpenGL hardware drivers 114within the DRI (Direct Rendering Infrastructure): 115<ul> 116<li>The libGL.so library provides the GL and GLX API functions, a GLX 117 protocol encoder, and a device driver loader. 118<li>The device driver modules (such as r200_dri.so) contain a built-in 119 copy of the core Mesa code. 120<li>The X server loads the GLX module. 121 The GLX module decodes incoming GLX protocol and dispatches the commands 122 to a rendering module. 123 For the DRI, this module is basically a software Mesa renderer. 124</ul> 125 126 127 128<h2>1.5 How do I upgrade my DRI installation to use a new Mesa release?</h2> 129<p> 130This wasn't easy in the past. 131Now, the DRI drivers are included in the Mesa tree and can be compiled 132separately from the X server. 133Just follow the Mesa <a href="install.html">compilation instructions</a>. 134</p> 135 136 137<h2>1.6 Are there other open-source implementations of OpenGL?</h2> 138<p> 139Yes, SGI's <a href="http://oss.sgi.com/projects/ogl-sample/index.html"> 140OpenGL Sample Implementation (SI)</a> is available. 141The SI was written during the time that OpenGL was originally designed. 142Unfortunately, development of the SI has stagnated. 143Mesa is much more up to date with modern features and extensions. 144</p> 145 146<p> 147<a href="https://sourceforge.net/projects/ogl-es/">Vincent</a> is 148an open-source implementation of OpenGL ES for mobile devices. 149 150<p> 151<a href="http://www.dsbox.com/minigl.html">miniGL</a> 152is a subset of OpenGL for PalmOS devices. 153 154<p> 155<a href="http://bellard.org/TinyGL/">TinyGL</a> 156is a subset of OpenGL. 157</p> 158 159<p> 160<a href="https://sourceforge.net/projects/softgl/">SoftGL</a> 161is an OpenGL subset for mobile devices. 162</p> 163 164<p> 165<a href="http://chromium.sourceforge.net/">Chromium</a> 166isn't a conventional OpenGL implementation (it's layered upon OpenGL), 167but it does export the OpenGL API. It allows tiled rendering, sort-last 168rendering, etc. 169</p> 170 171<p> 172<a href="http://www.ticalc.org/archives/files/fileinfo/361/36173.html">ClosedGL</a> 173is an OpenGL subset library for TI graphing calculators. 174</p> 175 176<p> 177There may be other open OpenGL implementations, but Mesa is the most 178popular and feature-complete. 179</p> 180 181 182 183<br> 184<br> 185 186 187<h1 id="part2">2. Compilation and Installation Problems</h1> 188 189 190<h2>2.1 What's the easiest way to install Mesa?</h2> 191<p> 192If you're using a Linux-based system, your distro CD most likely already 193has Mesa packages (like RPM or DEB) which you can easily install. 194</p> 195 196 197<h2>2.2 I get undefined symbols such as bgnpolygon, v3f, etc...</h2> 198<p> 199You're application is written in IRIS GL, not OpenGL. 200IRIS GL was the predecessor to OpenGL and is a different thing (almost) 201entirely. 202Mesa's not the solution. 203</p> 204 205 206<h2>2.3 Where is the GLUT library?</h2> 207<p> 208GLUT (OpenGL Utility Toolkit) is no longer in the separate MesaGLUT-x.y.z.tar.gz file. 209If you don't already have GLUT installed, you should grab 210<a href="http://freeglut.sourceforge.net/">freeglut</a>. 211</p> 212 213 214<h2>2.4 Where is the GLw library?</h2> 215<p> 216GLw (OpenGL widget library) is now available from a separate <a href="https://cgit.freedesktop.org/mesa/glw/">git repository</a>. Unless you're using very old Xt/Motif applications with OpenGL, you shouldn't need it. 217</p> 218 219 220<h2>2.5 What's the proper place for the libraries and headers?</h2> 221<p> 222On Linux-based systems you'll want to follow the 223<a href="http://oss.sgi.com/projects/ogl-sample/ABI/index.html">Linux ABI</a> standard. 224Basically you'll want the following: 225</p> 226<ul> 227<li>/usr/include/GL/gl.h - the main OpenGL header 228</li><li>/usr/include/GL/glu.h - the OpenGL GLU (utility) header 229</li><li>/usr/include/GL/glx.h - the OpenGL GLX header 230</li><li>/usr/include/GL/glext.h - the OpenGL extensions header 231</li><li>/usr/include/GL/glxext.h - the OpenGL GLX extensions header 232</li><li>/usr/include/GL/osmesa.h - the Mesa off-screen rendering header 233</li><li>/usr/lib/libGL.so - a symlink to libGL.so.1 234</li><li>/usr/lib/libGL.so.1 - a symlink to libGL.so.1.xyz 235</li><li>/usr/lib/libGL.so.xyz - the actual OpenGL/Mesa library. xyz denotes the 236Mesa version number. 237</li></ul> 238<p> 239When configuring Mesa, there are three autoconf options that affect the install 240location that you should take care with: <code>--prefix</code>, 241<code>--libdir</code>, and <code>--with-dri-driverdir</code>. To install Mesa 242into the system location where it will be available for all programs to use, set 243<code>--prefix=/usr</code>. Set <code>--libdir</code> to where your Linux 244distribution installs system libraries, usually either <code>/usr/lib</code> or 245<code>/usr/lib64</code>. Set <code>--with-dri-driverdir</code> to the directory 246where your Linux distribution installs DRI drivers. To find your system's DRI 247driver directory, try executing <code>find /usr -type d -name dri</code>. For 248example, if the <code>find</code> command listed <code>/usr/lib64/dri</code>, 249then set <code>--with-dri-driverdir=/usr/lib64/dri</code>. 250</p> 251<p> 252After determining the correct values for the install location, configure Mesa 253with <code>./configure --prefix=/usr --libdir=xxx --with-dri-driverdir=xxx</code> 254and then install with <code>sudo make install</code>. 255</p> 256<br> 257<br> 258 259 260<h1 id="part3">3. Runtime / Rendering Problems</h1> 261 262<h2>3.1 Rendering is slow / why isn't my graphics hardware being used?</h2> 263<p> 264If Mesa can't use its hardware accelerated drivers it falls back on one of its software renderers. 265(eg. classic swrast, softpipe or llvmpipe) 266</p> 267<p> 268You can run the <code>glxinfo</code> program to learn about your OpenGL 269library. 270Look for the <code>OpenGL vendor</code> and <code>OpenGL renderer</code> values. 271That will identify who's OpenGL library with which driver you're using and what sort of 272hardware it has detected. 273</p> 274<p> 275If you're using a hardware accelerated driver you want <code>direct rendering: Yes</code>. 276</p> 277<p> 278If your DRI-based driver isn't working, go to the 279<a href="https://dri.freedesktop.org/">DRI website</a> for trouble-shooting information. 280</p> 281 282 283<h2>3.2 I'm seeing errors in depth (Z) buffering. Why?</h2> 284<p> 285Make sure the ratio of the far to near clipping planes isn't too great. 286Look 287<a href="https://www.opengl.org/resources/faq/technical/depthbuffer.htm#0040">here</a> 288for details. 289</p> 290<p> 291Mesa uses a 16-bit depth buffer by default which is smaller and faster 292to clear than a 32-bit buffer but not as accurate. 293If you need a deeper you can modify the parameters to 294<code> glXChooseVisual</code> in your code. 295</p> 296 297 298<h2>3.3 Why Isn't depth buffering working at all?</h2> 299<p> 300Be sure you're requesting a depth buffered-visual. If you set the MESA_DEBUG 301environment variable it will warn you about trying to enable depth testing 302when you don't have a depth buffer. 303</p> 304<p>Specifically, make sure <code>glutInitDisplayMode</code> is being called 305with <code>GLUT_DEPTH</code> or <code>glXChooseVisual</code> is being 306called with a non-zero value for GLX_DEPTH_SIZE. 307</p> 308<p>This discussion applies to stencil buffers, accumulation buffers and 309alpha channels too. 310</p> 311 312 313<h2>3.4 Why does glGetString() always return NULL?</h2> 314<p> 315Be sure you have an active/current OpenGL rendering context before 316calling glGetString. 317</p> 318 319 320<h2>3.5 GL_POINTS and GL_LINES don't touch the right pixels</h2> 321<p> 322If you're trying to draw a filled region by using GL_POINTS or GL_LINES 323and seeing holes or gaps it's because of a float-to-int rounding problem. 324But this is not a bug. 325See Appendix H of the OpenGL Programming Guide - "OpenGL Correctness Tips". 326Basically, applying a translation of (0.375, 0.375, 0.0) to your coordinates 327will fix the problem. 328</p> 329 330<br> 331<br> 332 333 334<h1 id="part4">4. Developer Questions</h1> 335 336<h2>4.1 How can I contribute?</h2> 337<p> 338First, join the <a href="lists.html">mesa-dev mailing list</a>. 339That's where Mesa development is discussed. 340</p> 341<p> 342The <a href="https://www.opengl.org/documentation"> 343OpenGL Specification</a> is the bible for OpenGL implementation work. 344You should read it. 345</p> 346<p>Most of the Mesa development work involves implementing new OpenGL 347extensions, writing hardware drivers (for the DRI), and code optimization. 348</p> 349 350<h2>4.2 How do I write a new device driver?</h2> 351<p> 352Unfortunately, writing a device driver isn't easy. 353It requires detailed understanding of OpenGL, the Mesa code, and your 354target hardware/operating system. 3553D graphics are not simple. 356</p> 357<p> 358The best way to get started is to use an existing driver as your starting 359point. 360For a classic hardware driver, the i965 driver is a good example. 361For a Gallium3D hardware driver, the r300g, r600g and the i915g are good examples. 362</p> 363<p>The DRI website has more information about writing hardware drivers. 364The process isn't well document because the Mesa driver interface changes 365over time, and we seldom have spare time for writing documentation. 366That being said, many people have managed to figure out the process. 367</p> 368<p> 369Joining the appropriate mailing lists and asking questions (and searching 370the archives) is a good way to get information. 371</p> 372 373 374<h2>4.3 Why isn't GL_EXT_texture_compression_s3tc implemented in Mesa?</h2> 375<p> 376The <a href="http://oss.sgi.com/projects/ogl-sample/registry/EXT/texture_compression_s3tc.txt">specification for the extension</a> 377indicates that there are intellectual property (IP) and/or patent issues 378to be dealt with. 379</p> 380<p>We've been unsuccessful in getting a response from S3 (or whoever owns 381the IP nowadays) to indicate whether or not an open source project can 382implement the extension (specifically the compression/decompression 383algorithms). 384</p> 385<p> 386In the mean time, a 3rd party <a href="https://dri.freedesktop.org/wiki/S3TC"> 387plug-in library</a> is available. 388</p> 389 390</div> 391</body> 392</html> 393