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     10 <div class="header">
     11   <h1>The Mesa 3D Graphics Library</h1>
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     16 
     17 <center>
     18 <h1>Mesa Frequently Asked Questions</h1>
     19 Last 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>
     42 Mesa is an open-source implementation of the OpenGL specification.
     43 OpenGL is a programming library for writing interactive 3D applications.
     44 See the <a href="http://www.opengl.org/">OpenGL website</a> for more
     45 information.
     46 </p>
     47 <p>
     48 Mesa 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>
     54 Yes.  Specifically, Mesa serves as the OpenGL core for the open-source DRI
     55 drivers for X.org.
     56 </p>
     57 <ul>
     58   <li>See the <a href="http://dri.freedesktop.org/">DRI website</a>
     59   for more information.</li>
     60   <li>See <a href="http://intellinuxgraphics.org">intellinuxgraphics.org</a>
     61   for more information about Intel drivers.</li>
     62   <li>See <a href="http://nouveau.freedesktop.org">nouveau.freedesktop.org</a>
     63   for more information about Nouveau drivers.</li>
     64   <li>See <a href="http://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>
     70 Hardware-accelerated OpenGL implementations are available for most popular
     71 operating systems today.
     72 Still, 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.
    100 On systems running the X Window System it does all its rendering through
    101 the 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>
    113 Alternately, Mesa acts as the core for a number of OpenGL hardware drivers
    114 within 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>
    130 This wasn't easy in the past.
    131 Now, the DRI drivers are included in the Mesa tree and can be compiled
    132 separately from the X server.
    133 Just 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>
    139 Yes, SGI's <a href="http://oss.sgi.com/projects/ogl-sample/index.html">
    140 OpenGL Sample Implementation (SI)</a> is available.
    141 The SI was written during the time that OpenGL was originally designed.
    142 Unfortunately, development of the SI has stagnated.
    143 Mesa is much more up to date with modern features and extensions.
    144 </p>
    145 
    146 <p>
    147 <a href="http://sourceforge.net/projects/ogl-es/">Vincent</a> is
    148 an open-source implementation of OpenGL ES for mobile devices.
    149 
    150 <p>
    151 <a href="http://www.dsbox.com/minigl.html">miniGL</a>
    152 is a subset of OpenGL for PalmOS devices.
    153 
    154 <p>
    155 <a href="http://bellard.org/TinyGL/">TinyGL</a>
    156 is a subset of OpenGL.
    157 </p>
    158 
    159 <p>
    160 <a href="http://sourceforge.net/projects/softgl/">SoftGL</a>
    161 is an OpenGL subset for mobile devices.
    162 </p>
    163 
    164 <p>
    165 <a href="http://chromium.sourceforge.net/">Chromium</a>
    166 isn't a conventional OpenGL implementation (it's layered upon OpenGL),
    167 but it does export the OpenGL API.  It allows tiled rendering, sort-last
    168 rendering, etc.
    169 </p>
    170 
    171 <p>
    172 <a href="http://www.ticalc.org/archives/files/fileinfo/361/36173.html">ClosedGL</a>
    173 is an OpenGL subset library for TI graphing calculators.
    174 </p>
    175 
    176 <p>
    177 There may be other open OpenGL implementations, but Mesa is the most
    178 popular 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>
    192 If you're using a Linux-based system, your distro CD most likely already
    193 has 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>
    199 You're application is written in IRIS GL, not OpenGL.
    200 IRIS GL was the predecessor to OpenGL and is a different thing (almost)
    201 entirely.
    202 Mesa's not the solution.
    203 </p>
    204 
    205 
    206 <h2>2.3 Where is the GLUT library?</h2>
    207 <p>
    208 GLUT (OpenGL Utility Toolkit) is no longer in the separate MesaGLUT-x.y.z.tar.gz file.
    209 If 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>
    216 GLw (OpenGL widget library) is now available from a separate <a href="http://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>
    222 On 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.
    224 Basically 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
    236 Mesa version number.
    237 </li></ul>
    238 <p>
    239 When configuring Mesa, there are three autoconf options that affect the install
    240 location that you should take care with: <code>--prefix</code>,
    241 <code>--libdir</code>, and <code>--with-dri-driverdir</code>. To install Mesa
    242 into 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
    244 distribution installs system libraries, usually either <code>/usr/lib</code> or
    245 <code>/usr/lib64</code>. Set <code>--with-dri-driverdir</code> to the directory
    246 where your Linux distribution installs DRI drivers. To find your system's DRI
    247 driver directory, try executing <code>find /usr -type d -name dri</code>. For
    248 example, if the <code>find</code> command listed <code>/usr/lib64/dri</code>,
    249 then set <code>--with-dri-driverdir=/usr/lib64/dri</code>.
    250 </p>
    251 <p>
    252 After determining the correct values for the install location, configure Mesa
    253 with <code>./configure --prefix=/usr --libdir=xxx --with-dri-driverdir=xxx</code>
    254 and 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>
    264 If 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>
    268 You can run the <code>glxinfo</code> program to learn about your OpenGL
    269 library.
    270 Look for the <code>OpenGL vendor</code> and <code>OpenGL renderer</code> values.
    271 That will identify who's OpenGL library with which driver you're using and what sort of
    272 hardware it has detected.
    273 </p>
    274 <p>
    275 If you're using a hardware accelerated driver you want <code>direct rendering: Yes</code>.
    276 </p>
    277 <p>
    278 If your DRI-based driver isn't working, go to the
    279 <a href="http://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>
    285 Make sure the ratio of the far to near clipping planes isn't too great.
    286 Look
    287 <a href="http://www.opengl.org/resources/faq/technical/depthbuffer.htm#0040">here</a>
    288 for details.
    289 </p>
    290 <p>
    291 Mesa uses a 16-bit depth buffer by default which is smaller and faster
    292 to clear than a 32-bit buffer but not as accurate.
    293 If 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>
    300 Be sure you're requesting a depth buffered-visual.  If you set the MESA_DEBUG
    301 environment variable it will warn you about trying to enable depth testing
    302 when you don't have a depth buffer.
    303 </p>
    304 <p>Specifically, make sure <code>glutInitDisplayMode</code> is being called
    305 with <code>GLUT_DEPTH</code> or <code>glXChooseVisual</code> is being
    306 called with a non-zero value for GLX_DEPTH_SIZE.
    307 </p>
    308 <p>This discussion applies to stencil buffers, accumulation buffers and
    309 alpha channels too.
    310 </p>
    311 
    312 
    313 <h2>3.4 Why does glGetString() always return NULL?</h2>
    314 <p>
    315 Be sure you have an active/current OpenGL rendering context before
    316 calling glGetString.
    317 </p>
    318 
    319 
    320 <h2>3.5 GL_POINTS and GL_LINES don't touch the right pixels</h2>
    321 <p>
    322 If you're trying to draw a filled region by using GL_POINTS or GL_LINES
    323 and seeing holes or gaps it's because of a float-to-int rounding problem.
    324 But this is not a bug.
    325 See Appendix H of the OpenGL Programming Guide - "OpenGL Correctness Tips".
    326 Basically, applying a translation of (0.375, 0.375, 0.0) to your coordinates
    327 will fix the problem.
    328 </p>
    329 
    330 <h2>3.6 How can I change the maximum framebuffer size in Mesa's
    331 <tt>swrast</tt> backend?</h2>
    332 <p>
    333 These can be overridden by using the <tt>--with-max-width</tt> and
    334 <tt>--with-max-height</tt> options.  The two need not be equal.
    335 </p><p>
    336 Do note that Mesa uses these values to size some internal buffers,
    337 so increasing these sizes will cause Mesa to require additional
    338 memory.  Furthermore, increasing these limits beyond <tt>4096</tt>
    339 may introduce rasterization artifacts; see the leading comments in
    340 <tt>src/mesa/swrast/s_tritemp.h</tt>.
    341 </p>
    342 
    343 <br>
    344 <br>
    345 
    346 
    347 <h1 id="part4">4. Developer Questions</h1>
    348 
    349 <h2>4.1 How can I contribute?</h2>
    350 <p>
    351 First, join the <a href="lists.html">mesa-dev mailing list</a>.
    352 That's where Mesa development is discussed.
    353 </p>
    354 <p>
    355 The <a href="http://www.opengl.org/documentation">
    356 OpenGL Specification</a> is the bible for OpenGL implementation work.
    357 You should read it.
    358 </p>
    359 <p>Most of the Mesa development work involves implementing new OpenGL
    360 extensions, writing hardware drivers (for the DRI), and code optimization.
    361 </p>
    362 
    363 <h2>4.2 How do I write a new device driver?</h2>
    364 <p>
    365 Unfortunately, writing a device driver isn't easy.
    366 It requires detailed understanding of OpenGL, the Mesa code, and your
    367 target hardware/operating system.
    368 3D graphics are not simple.
    369 </p>
    370 <p>
    371 The best way to get started is to use an existing driver as your starting
    372 point.
    373 For a classic hardware driver, the i965 driver is a good example.
    374 For a Gallium3D hardware driver, the r300g, r600g and the i915g are good examples.
    375 </p>
    376 <p>The DRI website has more information about writing hardware drivers.
    377 The process isn't well document because the Mesa driver interface changes
    378 over time, and we seldom have spare time for writing documentation.
    379 That being said, many people have managed to figure out the process.
    380 </p>
    381 <p>
    382 Joining the appropriate mailing lists and asking questions (and searching
    383 the archives) is a good way to get information.
    384 </p>
    385 
    386 
    387 <h2>4.3 Why isn't GL_EXT_texture_compression_s3tc implemented in Mesa?</h2>
    388 <p>
    389 The <a href="http://oss.sgi.com/projects/ogl-sample/registry/EXT/texture_compression_s3tc.txt">specification for the extension</a>
    390 indicates that there are intellectual property (IP) and/or patent issues
    391 to be dealt with.
    392 </p>
    393 <p>We've been unsuccessful in getting a response from S3 (or whoever owns
    394 the IP nowadays) to indicate whether or not an open source project can
    395 implement the extension (specifically the compression/decompression
    396 algorithms).
    397 </p>
    398 <p>
    399 In the mean time, a 3rd party <a href="http://dri.freedesktop.org/wiki/S3TC">
    400 plug-in library</a> is available.
    401 </p>
    402 
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