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     11   <h1>The Mesa 3D Graphics Library</h1>
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     16 
     17 <h1>Mesa Frequently Asked Questions</h1>
     18 Last updated: 19 September 2018
     19 
     20 <br>
     21 <br>
     22 <h2>Index</h2>
     23 <ol>
     24   <li><a href="#part1">High-level Questions and Answers</a></li>
     25   <li><a href="#part2">Compilation and Installation Problems</a></li>
     26   <li><a href="#part3">Runtime / Rendering Problems</a></li>
     27   <li><a href="#part4">Developer Questions</a></li>
     28 </ol>
     29 <br>
     30 <br>
     31 
     32 
     33 
     34 <h1 id="part1">1. High-level Questions and Answers</h1>
     35 
     36 <h2>1.1 What is Mesa?</h2>
     37 <p>
     38 Mesa is an open-source implementation of the OpenGL specification.
     39 OpenGL is a programming library for writing interactive 3D applications.
     40 See the <a href="https://www.opengl.org/">OpenGL website</a> for more
     41 information.
     42 </p>
     43 <p>
     44 Mesa 9.x supports the OpenGL 3.1 specification.
     45 </p>
     46 
     47 
     48 <h2>1.2 Does Mesa support/use graphics hardware?</h2>
     49 <p>
     50 Yes.  Specifically, Mesa serves as the OpenGL core for the open-source DRI
     51 drivers for X.org.
     52 </p>
     53 <ul>
     54   <li>See the <a href="https://dri.freedesktop.org/">DRI website</a>
     55   for more information.</li>
     56   <li>See <a href="https://01.org/linuxgraphics">01.org</a>
     57   for more information about Intel drivers.</li>
     58   <li>See <a href="https://nouveau.freedesktop.org">nouveau.freedesktop.org</a>
     59   for more information about Nouveau drivers.</li>
     60   <li>See <a href="https://www.x.org/wiki/RadeonFeature">www.x.org/wiki/RadeonFeature</a>
     61   for more information about Radeon drivers.</li>
     62 </ul>
     63 
     64 <h2>1.3 What purpose does Mesa serve today?</h2>
     65 <p>
     66 Hardware-accelerated OpenGL implementations are available for most popular
     67 operating systems today.
     68 Still, Mesa serves at least these purposes:
     69 </p>
     70 <ul>
     71 <li>Mesa is used as the core of the open-source X.org DRI
     72     hardware drivers.
     73 </li>
     74 <li>Mesa is quite portable and allows OpenGL to be used on systems
     75     that have no other OpenGL solution.
     76 </li>
     77 <li>Software rendering with Mesa serves as a reference for validating the
     78     hardware drivers.
     79 </li>
     80 <li>A software implementation of OpenGL is useful for experimentation,
     81     such as testing new rendering techniques.
     82 </li>
     83 <li>Mesa can render images with deep color channels: 16-bit integer
     84     and 32-bit floating point color channels are supported.
     85     This capability is only now appearing in hardware.
     86 </li>
     87 <li>Mesa's internal limits (max lights, clip planes, texture size, etc) can be
     88     changed for special needs (hardware limits are hard to overcome).
     89 </li>
     90 </ul>
     91 
     92 
     93 <h2>1.4 What's the difference between "Stand-Alone" Mesa and the DRI drivers?</h2>
     94 <p>
     95 <em>Stand-alone Mesa</em> is the original incarnation of Mesa.
     96 On systems running the X Window System it does all its rendering through
     97 the Xlib API:
     98 </p>
     99 <ul>
    100 <li>The GLX API is supported, but it's really just an emulation of the
    101      real thing.
    102 <li>The GLX wire protocol is not supported and there's no OpenGL extension
    103     loaded by the X server.
    104 <li>There is no hardware acceleration.
    105 <li>The OpenGL library, libGL.so, contains everything (the programming API,
    106     the GLX functions and all the rendering code).
    107 </ul>
    108 <p>
    109 Alternately, Mesa acts as the core for a number of OpenGL hardware drivers
    110 within the DRI (Direct Rendering Infrastructure):
    111 <ul>
    112 <li>The libGL.so library provides the GL and GLX API functions, a GLX
    113     protocol encoder, and a device driver loader.
    114 <li>The device driver modules (such as r200_dri.so) contain a built-in
    115     copy of the core Mesa code.
    116 <li>The X server loads the GLX module.
    117     The GLX module decodes incoming GLX protocol and dispatches the commands
    118     to a rendering module.
    119     For the DRI, this module is basically a software Mesa renderer.
    120 </ul>
    121 
    122 
    123 
    124 <h2>1.5 How do I upgrade my DRI installation to use a new Mesa release?</h2>
    125 <p>
    126 This wasn't easy in the past.
    127 Now, the DRI drivers are included in the Mesa tree and can be compiled
    128 separately from the X server.
    129 Just follow the Mesa <a href="install.html">compilation instructions</a>.
    130 </p>
    131 
    132 
    133 <h2>1.6 Are there other open-source implementations of OpenGL?</h2>
    134 <p>
    135 Yes, SGI's <a href="http://oss.sgi.com/projects/ogl-sample/index.html">
    136 OpenGL Sample Implementation (SI)</a> is available.
    137 The SI was written during the time that OpenGL was originally designed.
    138 Unfortunately, development of the SI has stagnated.
    139 Mesa is much more up to date with modern features and extensions.
    140 </p>
    141 
    142 <p>
    143 <a href="https://sourceforge.net/projects/ogl-es/">Vincent</a> is
    144 an open-source implementation of OpenGL ES for mobile devices.
    145 
    146 <p>
    147 <a href="http://www.dsbox.com/minigl.html">miniGL</a>
    148 is a subset of OpenGL for PalmOS devices.
    149 
    150 <p>
    151 <a href="http://bellard.org/TinyGL/">TinyGL</a>
    152 is a subset of OpenGL.
    153 </p>
    154 
    155 <p>
    156 <a href="https://sourceforge.net/projects/softgl/">SoftGL</a>
    157 is an OpenGL subset for mobile devices.
    158 </p>
    159 
    160 <p>
    161 <a href="http://chromium.sourceforge.net/">Chromium</a>
    162 isn't a conventional OpenGL implementation (it's layered upon OpenGL),
    163 but it does export the OpenGL API.  It allows tiled rendering, sort-last
    164 rendering, etc.
    165 </p>
    166 
    167 <p>
    168 <a href="http://www.ticalc.org/archives/files/fileinfo/361/36173.html">ClosedGL</a>
    169 is an OpenGL subset library for TI graphing calculators.
    170 </p>
    171 
    172 <p>
    173 There may be other open OpenGL implementations, but Mesa is the most
    174 popular and feature-complete.
    175 </p>
    176 
    177 
    178 
    179 <br>
    180 <br>
    181 
    182 
    183 <h1 id="part2">2. Compilation and Installation Problems</h1>
    184 
    185 
    186 <h2>2.1 What's the easiest way to install Mesa?</h2>
    187 <p>
    188 If you're using a Linux-based system, your distro CD most likely already
    189 has Mesa packages (like RPM or DEB) which you can easily install.
    190 </p>
    191 
    192 
    193 <h2>2.2 I get undefined symbols such as bgnpolygon, v3f, etc...</h2>
    194 <p>
    195 You're application is written in IRIS GL, not OpenGL.
    196 IRIS GL was the predecessor to OpenGL and is a different thing (almost)
    197 entirely.
    198 Mesa's not the solution.
    199 </p>
    200 
    201 
    202 <h2>2.3 Where is the GLUT library?</h2>
    203 <p>
    204 GLUT (OpenGL Utility Toolkit) is no longer in the separate MesaGLUT-x.y.z.tar.gz file.
    205 If you don't already have GLUT installed, you should grab 
    206 <a href="http://freeglut.sourceforge.net/">freeglut</a>.
    207 </p>
    208 
    209 
    210 <h2>2.4 Where is the GLw library?</h2>
    211 <p>
    212 GLw (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.
    213 </p>
    214 
    215 
    216 <h2>2.5 What's the proper place for the libraries and headers?</h2>
    217 <p>
    218 On Linux-based systems you'll want to follow the
    219 <a href="http://oss.sgi.com/projects/ogl-sample/ABI/index.html">Linux ABI</a> standard.
    220 Basically you'll want the following:
    221 </p>
    222 <ul>
    223 <li>/usr/include/GL/gl.h - the main OpenGL header
    224 </li><li>/usr/include/GL/glu.h - the OpenGL GLU (utility) header
    225 </li><li>/usr/include/GL/glx.h - the OpenGL GLX header
    226 </li><li>/usr/include/GL/glext.h - the OpenGL extensions header
    227 </li><li>/usr/include/GL/glxext.h - the OpenGL GLX extensions header
    228 </li><li>/usr/include/GL/osmesa.h - the Mesa off-screen rendering header
    229 </li><li>/usr/lib/libGL.so - a symlink to libGL.so.1
    230 </li><li>/usr/lib/libGL.so.1 - a symlink to libGL.so.1.xyz
    231 </li><li>/usr/lib/libGL.so.xyz - the actual OpenGL/Mesa library.  xyz denotes the
    232 Mesa version number.
    233 </li></ul>
    234 <p>
    235 When configuring Mesa, there are three meson options that affect the install
    236 location that you should take care with: <code>--prefix</code>,
    237 <code>--libdir</code>, and <code>-D dri-drivers-path</code>. To install Mesa
    238 into the system location where it will be available for all programs to use, set
    239 <code>--prefix=/usr</code>. Set <code>--libdir</code> to where your Linux
    240 distribution installs system libraries, usually either <code>/usr/lib</code> or
    241 <code>/usr/lib64</code>. Set <code>-D dri-drivers-path</code> to the directory
    242 where your Linux distribution installs DRI drivers. To find your system's DRI
    243 driver directory, try executing <code>find /usr -type d -name dri</code>. For
    244 example, if the <code>find</code> command listed <code>/usr/lib64/dri</code>,
    245 then set <code>-D dri-drivers-path=/usr/lib64/dri</code>.
    246 </p>
    247 <p>
    248 After determining the correct values for the install location, configure Mesa
    249 with <code>meson configure --prefix=/usr --libdir=xxx -D dri-drivers-path=xxx</code>
    250 and then install with <code>sudo ninja install</code>.
    251 </p>
    252 <br>
    253 <br>
    254 
    255 
    256 <h1 id="part3">3. Runtime / Rendering Problems</h1>
    257 
    258 <h2>3.1 Rendering is slow / why isn't my graphics hardware being used?</h2>
    259 <p>
    260 If Mesa can't use its hardware accelerated drivers it falls back on one of its software renderers.
    261 (eg. classic swrast, softpipe or llvmpipe)
    262 </p>
    263 <p>
    264 You can run the <code>glxinfo</code> program to learn about your OpenGL
    265 library.
    266 Look for the <code>OpenGL vendor</code> and <code>OpenGL renderer</code> values.
    267 That will identify who's OpenGL library with which driver you're using and what sort of
    268 hardware it has detected.
    269 </p>
    270 <p>
    271 If you're using a hardware accelerated driver you want <code>direct rendering: Yes</code>.
    272 </p>
    273 <p>
    274 If your DRI-based driver isn't working, go to the
    275 <a href="https://dri.freedesktop.org/">DRI website</a> for trouble-shooting information.
    276 </p>
    277 
    278 
    279 <h2>3.2 I'm seeing errors in depth (Z) buffering.  Why?</h2>
    280 <p>
    281 Make sure the ratio of the far to near clipping planes isn't too great.
    282 Look
    283 <a href="https://www.opengl.org/resources/faq/technical/depthbuffer.htm#0040">here</a>
    284 for details.
    285 </p>
    286 <p>
    287 Mesa uses a 16-bit depth buffer by default which is smaller and faster
    288 to clear than a 32-bit buffer but not as accurate.
    289 If you need a deeper you can modify the parameters to
    290 <code> glXChooseVisual</code> in your code.
    291 </p>
    292 
    293 
    294 <h2>3.3 Why Isn't depth buffering working at all?</h2>
    295 <p>
    296 Be sure you're requesting a depth buffered-visual.  If you set the MESA_DEBUG
    297 environment variable it will warn you about trying to enable depth testing
    298 when you don't have a depth buffer.
    299 </p>
    300 <p>Specifically, make sure <code>glutInitDisplayMode</code> is being called
    301 with <code>GLUT_DEPTH</code> or <code>glXChooseVisual</code> is being
    302 called with a non-zero value for GLX_DEPTH_SIZE.
    303 </p>
    304 <p>This discussion applies to stencil buffers, accumulation buffers and
    305 alpha channels too.
    306 </p>
    307 
    308 
    309 <h2>3.4 Why does glGetString() always return NULL?</h2>
    310 <p>
    311 Be sure you have an active/current OpenGL rendering context before
    312 calling glGetString.
    313 </p>
    314 
    315 
    316 <h2>3.5 GL_POINTS and GL_LINES don't touch the right pixels</h2>
    317 <p>
    318 If you're trying to draw a filled region by using GL_POINTS or GL_LINES
    319 and seeing holes or gaps it's because of a float-to-int rounding problem.
    320 But this is not a bug.
    321 See Appendix H of the OpenGL Programming Guide - "OpenGL Correctness Tips".
    322 Basically, applying a translation of (0.375, 0.375, 0.0) to your coordinates
    323 will fix the problem.
    324 </p>
    325 
    326 <br>
    327 <br>
    328 
    329 
    330 <h1 id="part4">4. Developer Questions</h1>
    331 
    332 <h2>4.1 How can I contribute?</h2>
    333 <p>
    334 First, join the <a href="lists.html">mesa-dev mailing list</a>.
    335 That's where Mesa development is discussed.
    336 </p>
    337 <p>
    338 The <a href="https://www.opengl.org/documentation">
    339 OpenGL Specification</a> is the bible for OpenGL implementation work.
    340 You should read it.
    341 </p>
    342 <p>Most of the Mesa development work involves implementing new OpenGL
    343 extensions, writing hardware drivers (for the DRI), and code optimization.
    344 </p>
    345 
    346 <h2>4.2 How do I write a new device driver?</h2>
    347 <p>
    348 Unfortunately, writing a device driver isn't easy.
    349 It requires detailed understanding of OpenGL, the Mesa code, and your
    350 target hardware/operating system.
    351 3D graphics are not simple.
    352 </p>
    353 <p>
    354 The best way to get started is to use an existing driver as your starting
    355 point.
    356 For a classic hardware driver, the i965 driver is a good example.
    357 For a Gallium3D hardware driver, the r300g, r600g and the i915g are good examples.
    358 </p>
    359 <p>The DRI website has more information about writing hardware drivers.
    360 The process isn't well document because the Mesa driver interface changes
    361 over time, and we seldom have spare time for writing documentation.
    362 That being said, many people have managed to figure out the process.
    363 </p>
    364 <p>
    365 Joining the appropriate mailing lists and asking questions (and searching
    366 the archives) is a good way to get information.
    367 </p>
    368 
    369 
    370 <h2>4.3 Why isn't GL_EXT_texture_compression_s3tc implemented in Mesa?</h2>
    371 <p>
    372 Oh but it is! Prior to 2nd October 2017, the Mesa project did not include s3tc
    373 support due to intellectual property (IP) and/or patent issues around the s3tc
    374 algorithm.
    375 </p>
    376 <p>
    377 As of Mesa 17.3.0, Mesa now officially supports s3tc, as the patent has expired.
    378 </p>
    379 <p>
    380 In versions prior to this, a 3rd party <a href="https://dri.freedesktop.org/wiki/S3TC">
    381 plug-in library</a> was required.
    382 </p>
    383 
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