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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 Introduction</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<h1>Introduction</h1> 18 19<p> 20Mesa is an open-source implementation of the 21<a href="http://www.opengl.org/">OpenGL</a> specification - 22a system for rendering interactive 3D graphics. 23</p> 24 25<p> 26A variety of device drivers allows Mesa to be used in many different 27environments ranging from software emulation to complete hardware acceleration 28for modern GPUs. 29</p> 30 31<p> 32Mesa ties into several other open-source projects: the 33<a href="http://dri.freedesktop.org/">Direct Rendering 34Infrastructure</a> and <a href="http://x.org">X.org</a> to 35provide OpenGL support to users of X on Linux, FreeBSD and other operating 36systems. 37</p> 38 39 40 41<h1>Project History</h1> 42 43<p> 44The Mesa project was originally started by Brian Paul. 45Here's a short history of the project. 46</p> 47 48<p> 49August, 1993: I begin working on Mesa in my spare time. The project 50has no name at that point. I was simply interested in writing a simple 513D graphics library that used the then-new OpenGL API. I was partially 52inspired by the <em>VOGL</em> library which emulated a subset of IRIS GL. 53I had been programming with IRIS GL since 1991. 54</p> 55 56<p> 57November 1994: I contact SGI to ask permission to distribute my OpenGL-like 58graphics library on the internet. SGI was generally receptive to the 59idea and after negotiations with SGI's legal department, I get permission 60to release it. 61</p> 62 63<p> 64February 1995: Mesa 1.0 is released on the internet. I expected that 65a few people would be interested in it, but not thousands. 66I was soon receiving patches, new features and thank-you notes on a 67daily basis. That encouraged me to continue working on Mesa. The 68name Mesa just popped into my head one day. SGI had asked me not to use 69the terms <em>"Open"</em> or <em>"GL"</em> in the project name and I didn't 70want to make up a new acronym. Later, I heard of the Mesa programming 71language and the Mesa spreadsheet for NeXTStep. 72</p> 73 74<p> 75In the early days, OpenGL wasn't available on too many systems. 76It even took a while for SGI to support it across their product line. 77Mesa filled a big hole during that time. 78For a lot of people, Mesa was their first introduction to OpenGL. 79I think SGI recognized that Mesa actually helped to promote 80the OpenGL API, so they didn't feel threatened by the project. 81</p> 82 83 84<p> 851995-1996: I continue working on Mesa both during my spare time and during 86my work hours at the Space Science and Engineering Center at the University 87of Wisconsin in Madison. My supervisor, Bill Hibbard, lets me do this because 88Mesa is now being using for the <a href="http://www.ssec.wisc.edu/%7Ebillh/vis.html">Vis5D</a> project. 89</p><p> 90October 1996: Mesa 2.0 is released. It implements the OpenGL 1.1 specification. 91</p> 92 93<p> 94March 1997: Mesa 2.2 is released. It supports the new 3dfx Voodoo graphics 95card via the Glide library. It's the first really popular hardware OpenGL 96implementation for Linux. 97</p> 98 99<p> 100September 1998: Mesa 3.0 is released. It's the first publicly-available 101implementation of the OpenGL 1.2 API. 102</p> 103 104<p> 105March 1999: I attend my first OpenGL ARB meeting. I contribute to the 106development of several official OpenGL extensions over the years. 107</p> 108 109<p> 110September 1999: I'm hired by Precision Insight, Inc. Mesa is a key 111component of 3D hardware acceleration in the new DRI project for XFree86. 112Drivers for 3dfx, 3dLabs, Intel, Matrox and ATI hardware soon follow. 113</p> 114 115<p> 116October 2001: Mesa 4.0 is released. 117It implements the OpenGL 1.3 specification. 118</p> 119 120 121<p> 122November 2001: I cofounded Tungsten Graphics, Inc. with Keith Whitwell, 123Jens Owen, David Dawes and Frank LaMonica. 124Tungsten Graphics was acquired by VMware in December 2008. 125</p> 126 127<p> 128November 2002: Mesa 5.0 is released. 129It implements the OpenGL 1.4 specification. 130</p> 131 132<p> 133January 2003: Mesa 6.0 is released. It implements the OpenGL 1.5 134specification as well as the GL_ARB_vertex_program and 135GL_ARB_fragment_program extensions. 136</p> 137 138<p> 139June 2007: Mesa 7.0 is released, implementing the OpenGL 2.1 specification 140and OpenGL Shading Language. 141</p> 142 143<p> 1442008: Keith Whitwell and other Tungsten Graphics employees develop 145<a href="http://en.wikipedia.org/wiki/Gallium3D">Gallium</a> 146- a new GPU abstraction layer. The latest Mesa drivers are based on 147Gallium and other APIs such as OpenVG are implemented on top of Gallium. 148</p> 149 150<p> 151February 2012: Mesa 8.0 is released, implementing the OpenGL 3.0 specification 152and version 1.30 of the OpenGL Shading Language. 153</p> 154 155<p> 156Ongoing: Mesa is the OpenGL implementation for several types of hardware 157made by Intel, AMD and NVIDIA, plus the VMware virtual GPU. 158There's also several software-based renderers: swrast (the legacy 159Mesa rasterizer), softpipe (a gallium reference driver) and llvmpipe 160(LLVM/JIT-based high-speed rasterizer). 161Work continues on the drivers and core Mesa to implement newer versions 162of the OpenGL specification. 163</p> 164 165 166 167<h1>Major Versions</h1> 168 169<p> 170This is a summary of the major versions of Mesa. 171Mesa's major version number has been incremented whenever a new version 172of the OpenGL specification is implemented. 173</p> 174 175 176<h2>Version 9.x features</h2> 177<p> 178Version 9.x of Mesa implements the OpenGL 3.1 API. 179While the driver for Intel Sandy Bridge and Ivy Bridge is the only 180driver to support OpenGL 3.1, many developers across the open-source 181community contributed features required for OpenGL 3.1. The primary 182features added since the Mesa 8.0 release are 183GL_ARB_texture_buffer_object and GL_ARB_uniform_buffer_object. 184</p> 185 186 187<h2>Version 8.x features</h2> 188<p> 189Version 8.x of Mesa implements the OpenGL 3.0 API. 190The developers at Intel deserve a lot of credit for implementing most 191of the OpenGL 3.0 features in core Mesa, the GLSL compiler as well as 192the i965 driver. 193</p> 194 195 196<h2>Version 7.x features</h2> 197<p> 198Version 7.x of Mesa implements the OpenGL 2.1 API. The main feature 199of OpenGL 2.x is the OpenGL Shading Language. 200</p> 201 202 203<h2>Version 6.x features</h2> 204<p> 205Version 6.x of Mesa implements the OpenGL 1.5 API with the following 206extensions incorporated as standard features: 207</p> 208<ul> 209<li>GL_ARB_occlusion_query 210<li>GL_ARB_vertex_buffer_object 211<li>GL_EXT_shadow_funcs 212</ul> 213<p> 214Also note that several OpenGL tokens were renamed in OpenGL 1.5 215for the sake of consistency. 216The old tokens are still available. 217</p> 218<pre> 219New Token Old Token 220------------------------------------------------------------ 221GL_FOG_COORD_SRC GL_FOG_COORDINATE_SOURCE 222GL_FOG_COORD GL_FOG_COORDINATE 223GL_CURRENT_FOG_COORD GL_CURRENT_FOG_COORDINATE 224GL_FOG_COORD_ARRAY_TYPE GL_FOG_COORDINATE_ARRAY_TYPE 225GL_FOG_COORD_ARRAY_STRIDE GL_FOG_COORDINATE_ARRAY_STRIDE 226GL_FOG_COORD_ARRAY_POINTER GL_FOG_COORDINATE_ARRAY_POINTER 227GL_FOG_COORD_ARRAY GL_FOG_COORDINATE_ARRAY 228GL_SRC0_RGB GL_SOURCE0_RGB 229GL_SRC1_RGB GL_SOURCE1_RGB 230GL_SRC2_RGB GL_SOURCE2_RGB 231GL_SRC0_ALPHA GL_SOURCE0_ALPHA 232GL_SRC1_ALPHA GL_SOURCE1_ALPHA 233GL_SRC2_ALPHA GL_SOURCE2_ALPHA 234</pre> 235<p> 236See the 237<a href="http://www.opengl.org/documentation/spec.html"> 238OpenGL specification</a> for more details. 239</p> 240 241 242 243<h2>Version 5.x features</h2> 244<p> 245Version 5.x of Mesa implements the OpenGL 1.4 API with the following 246extensions incorporated as standard features: 247</p> 248<ul> 249<li>GL_ARB_depth_texture 250<li>GL_ARB_shadow 251<li>GL_ARB_texture_env_crossbar 252<li>GL_ARB_texture_mirror_repeat 253<li>GL_ARB_window_pos 254<li>GL_EXT_blend_color 255<li>GL_EXT_blend_func_separate 256<li>GL_EXT_blend_logic_op 257<li>GL_EXT_blend_minmax 258<li>GL_EXT_blend_subtract 259<li>GL_EXT_fog_coord 260<li>GL_EXT_multi_draw_arrays 261<li>GL_EXT_point_parameters 262<li>GL_EXT_secondary_color 263<li>GL_EXT_stencil_wrap 264<li>GL_EXT_texture_lod_bias (plus, a per-texture LOD bias parameter) 265<li>GL_SGIS_generate_mipmap 266</ul> 267 268 269<h2>Version 4.x features</h2> 270 271<p> 272Version 4.x of Mesa implements the OpenGL 1.3 API with the following 273extensions incorporated as standard features: 274</p> 275 276<ul> 277<li>GL_ARB_multisample 278<li>GL_ARB_multitexture 279<li>GL_ARB_texture_border_clamp 280<li>GL_ARB_texture_compression 281<li>GL_ARB_texture_cube_map 282<li>GL_ARB_texture_env_add 283<li>GL_ARB_texture_env_combine 284<li>GL_ARB_texture_env_dot3 285<li>GL_ARB_transpose_matrix 286</ul> 287 288<h2>Version 3.x features</h2> 289 290<p> 291Version 3.x of Mesa implements the OpenGL 1.2 API with the following 292features: 293</p> 294<ul> 295<li>BGR, BGRA and packed pixel formats 296<li>New texture border clamp mode 297<li>glDrawRangeElements() 298<li>standard 3-D texturing 299<li>advanced MIPMAP control 300<li>separate specular color interpolation 301</ul> 302 303 304<h2>Version 2.x features</h2> 305<p> 306Version 2.x of Mesa implements the OpenGL 1.1 API with the following 307features. 308</p> 309<ul> 310<li>Texture mapping: 311 <ul> 312 <li>glAreTexturesResident 313 <li>glBindTexture 314 <li>glCopyTexImage1D 315 <li>glCopyTexImage2D 316 <li>glCopyTexSubImage1D 317 <li>glCopyTexSubImage2D 318 <li>glDeleteTextures 319 <li>glGenTextures 320 <li>glIsTexture 321 <li>glPrioritizeTextures 322 <li>glTexSubImage1D 323 <li>glTexSubImage2D 324 </ul> 325<li>Vertex Arrays: 326 <ul> 327 <li>glArrayElement 328 <li>glColorPointer 329 <li>glDrawElements 330 <li>glEdgeFlagPointer 331 <li>glIndexPointer 332 <li>glInterleavedArrays 333 <li>glNormalPointer 334 <li>glTexCoordPointer 335 <li>glVertexPointer 336 </ul> 337<li>Client state management: 338 <ul> 339 <li>glDisableClientState 340 <li>glEnableClientState 341 <li>glPopClientAttrib 342 <li>glPushClientAttrib 343 </ul> 344<li>Misc: 345 <ul> 346 <li>glGetPointer 347 <li>glIndexub 348 <li>glIndexubv 349 <li>glPolygonOffset 350 </ul> 351</ul> 352 353</div> 354</body> 355</html> 356