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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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