mesa: add ARB_texture_buffer_range glTextureBufferRangeEXT function
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11 The Mesa 3D Graphics Library
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17 <h1>Frequently Asked Questions</h1>
18 Last updated: 19 September 2018
19
20 <h2>Index</h2>
21 <ol>
22 <li><a href="#part1">High-level Questions and Answers</a></li>
23 <li><a href="#part2">Compilation and Installation Problems</a></li>
24 <li><a href="#part3">Runtime / Rendering Problems</a></li>
25 <li><a href="#part4">Developer Questions</a></li>
26 </ol>
27
28 <h2 id="part1">1. High-level Questions and Answers</h2>
29
30 <h3>1.1 What is Mesa?</h3>
31 <p>
32 Mesa is an open-source implementation of the OpenGL specification.
33 OpenGL is a programming library for writing interactive 3D applications.
34 See the <a href="https://www.opengl.org/">OpenGL website</a> for more
35 information.
36 </p>
37 <p>
38 Mesa 9.x supports the OpenGL 3.1 specification.
39 </p>
40
41
42 <h2>1.2 Does Mesa support/use graphics hardware?</h2>
43 <p>
44 Yes. Specifically, Mesa serves as the OpenGL core for the open-source DRI
45 drivers for X.org.
46 </p>
47 <ul>
48 <li>See the <a href="https://dri.freedesktop.org/">DRI website</a>
49 for more information.</li>
50 <li>See <a href="https://01.org/linuxgraphics">01.org</a>
51 for more information about Intel drivers.</li>
52 <li>See <a href="https://nouveau.freedesktop.org">nouveau.freedesktop.org</a>
53 for more information about Nouveau drivers.</li>
54 <li>See <a href="https://www.x.org/wiki/RadeonFeature">www.x.org/wiki/RadeonFeature</a>
55 for more information about Radeon drivers.</li>
56 </ul>
57
58 <h2>1.3 What purpose does Mesa serve today?</h2>
59 <p>
60 Hardware-accelerated OpenGL implementations are available for most popular
61 operating systems today.
62 Still, Mesa serves at least these purposes:
63 </p>
64 <ul>
65 <li>Mesa is used as the core of the open-source X.org DRI
66 hardware drivers.
67 </li>
68 <li>Mesa is quite portable and allows OpenGL to be used on systems
69 that have no other OpenGL solution.
70 </li>
71 <li>Software rendering with Mesa serves as a reference for validating the
72 hardware drivers.
73 </li>
74 <li>A software implementation of OpenGL is useful for experimentation,
75 such as testing new rendering techniques.
76 </li>
77 <li>Mesa can render images with deep color channels: 16-bit integer
78 and 32-bit floating point color channels are supported.
79 This capability is only now appearing in hardware.
80 </li>
81 <li>Mesa's internal limits (max lights, clip planes, texture size, etc) can be
82 changed for special needs (hardware limits are hard to overcome).
83 </li>
84 </ul>
85
86
87 <h2>1.4 What's the difference between "Stand-Alone" Mesa and the DRI drivers?</h2>
88 <p>
89 <em>Stand-alone Mesa</em> is the original incarnation of Mesa.
90 On systems running the X Window System it does all its rendering through
91 the Xlib API:
92 </p>
93 <ul>
94 <li>The GLX API is supported, but it's really just an emulation of the
95 real thing.
96 <li>The GLX wire protocol is not supported and there's no OpenGL extension
97 loaded by the X server.
98 <li>There is no hardware acceleration.
99 <li>The OpenGL library, <code>libGL.so</code>, contains everything (the
100 programming API, the GLX functions and all the rendering code).
101 </ul>
102 <p>
103 Alternately, Mesa acts as the core for a number of OpenGL hardware drivers
104 within the DRI (Direct Rendering Infrastructure):
105 <ul>
106 <li>The <code>libGL.so</code> library provides the GL and GLX API functions,
107 a GLX protocol encoder, and a device driver loader.
108 <li>The device driver modules (such as <code>r200_dri.so</code>) contain
109 a built-in copy of the core Mesa code.
110 <li>The X server loads the GLX module.
111 The GLX module decodes incoming GLX protocol and dispatches the commands
112 to a rendering module.
113 For the DRI, this module is basically a software Mesa renderer.
114 </ul>
115
116
117
118 <h2>1.5 How do I upgrade my DRI installation to use a new Mesa release?</h2>
119 <p>
120 This wasn't easy in the past.
121 Now, the DRI drivers are included in the Mesa tree and can be compiled
122 separately from the X server.
123 Just follow the Mesa <a href="install.html">compilation instructions</a>.
124 </p>
125
126
127 <h2>1.6 Are there other open-source implementations of OpenGL?</h2>
128 <p>
129 Yes, SGI's <a href="http://web.archive.org/web/20171010115110_/http://oss.sgi.com/projects/ogl-sample/index.html">
130 OpenGL Sample Implementation (SI)</a> is available.
131 The SI was written during the time that OpenGL was originally designed.
132 Unfortunately, development of the SI has stagnated.
133 Mesa is much more up to date with modern features and extensions.
134 </p>
135
136 <p>
137 <a href="https://sourceforge.net/projects/ogl-es/">Vincent</a> is
138 an open-source implementation of OpenGL ES for mobile devices.
139
140 <p>
141 <a href="http://web.archive.org/web/20130830162848/http://www.dsbox.com/minigl.html">miniGL</a>
142 is a subset of OpenGL for PalmOS devices. The website is gone, but the source
143 code can still be found on <a href="https://sourceforge.net/projects/minigl/">sourceforge.net</a>.
144
145 <p>
146 <a href="http://bellard.org/TinyGL/">TinyGL</a>
147 is a subset of OpenGL.
148 </p>
149
150 <p>
151 <a href="https://sourceforge.net/projects/softgl/">SoftGL</a>
152 is an OpenGL subset for mobile devices.
153 </p>
154
155 <p>
156 <a href="http://chromium.sourceforge.net/">Chromium</a>
157 isn't a conventional OpenGL implementation (it's layered upon OpenGL),
158 but it does export the OpenGL API. It allows tiled rendering, sort-last
159 rendering, etc.
160 </p>
161
162 <p>
163 <a href="http://www.ticalc.org/archives/files/fileinfo/361/36173.html">ClosedGL</a>
164 is an OpenGL subset library for TI graphing calculators.
165 </p>
166
167 <p>
168 There may be other open OpenGL implementations, but Mesa is the most
169 popular and feature-complete.
170 </p>
171
172
173 <h2 id="part2">2. Compilation and Installation Problems</h2>
174
175 <h3>2.1 What's the easiest way to install Mesa?</h3>
176 <p>
177 If you're using a Linux-based system, your distro CD most likely already
178 has Mesa packages (like RPM or DEB) which you can easily install.
179 </p>
180
181
182 <h3>2.2 I get undefined symbols such as bgnpolygon, v3f, etc...</h3>
183 <p>
184 You're application is written in IRIS GL, not OpenGL.
185 IRIS GL was the predecessor to OpenGL and is a different thing (almost)
186 entirely.
187 Mesa's not the solution.
188 </p>
189
190
191 <h3>2.3 Where is the GLUT library?</h3>
192 <p>
193 GLUT (OpenGL Utility Toolkit) is no longer in the separate
194 <code>MesaGLUT-x.y.z.tar.gz</code> file.
195 If you don't already have GLUT installed, you should grab
196 <a href="http://freeglut.sourceforge.net/">freeglut</a>.
197 </p>
198
199
200 <h3>2.4 Where is the GLw library?</h3>
201 <p>
202 GLw (OpenGL widget library) is now available from a separate <a href="https://gitlab.freedesktop.org/mesa/glw">git repository</a>. Unless you're using very old Xt/Motif applications with OpenGL, you shouldn't need it.
203 </p>
204
205
206 <h2>2.5 What's the proper place for the libraries and headers?</h2>
207 <p>
208 On Linux-based systems you'll want to follow the
209 <a href="https://www.khronos.org/registry/OpenGL/ABI/">Linux ABI</a> standard.
210 Basically you'll want the following:
211 </p>
212 <dl>
213 <dt><code>/usr/include/GL/gl.h</code></dt>
214 <dd>the main OpenGL header</dd>
215 <dt><code>/usr/include/GL/glu.h</code></dt>
216 <dd>the OpenGL GLU (utility) header</dd>
217 <dt><code>/usr/include/GL/glx.h</code></dt>
218 <dd>the OpenGL GLX header</dd>
219 <dt><code>/usr/include/GL/glext.h</code></dt>
220 <dd>the OpenGL extensions header</dd>
221 <dt><code>/usr/include/GL/glxext.h</code></dt>
222 <dd>the OpenGL GLX extensions header</dd>
223 <dt><code>/usr/include/GL/osmesa.h</code></dt>
224 <dd>the Mesa off-screen rendering header</dd>
225 <dt><code>/usr/lib/libGL.so</code></dt>
226 <dd>a symlink to <code>libGL.so.1</code></dd>
227 <dt><code>/usr/lib/libGL.so.1</code></dt>
228 <dd>a symlink to <code>libGL.so.1.xyz</code></dd>
229 <dt><code>/usr/lib/libGL.so.xyz</code></dt>
230 <dd>the actual OpenGL/Mesa library. xyz denotes the
231 Mesa version number.
232 </dd>
233 </dl>
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
253
254 <h2 id="part3">3. Runtime / Rendering Problems</h2>
255
256 <h3>3.1 Rendering is slow / why isn't my graphics hardware being used?</h3>
257 <p>
258 If Mesa can't use its hardware accelerated drivers it falls back on one of its software renderers.
259 (eg. classic swrast, softpipe or llvmpipe)
260 </p>
261 <p>
262 You can run the <code>glxinfo</code> program to learn about your OpenGL
263 library.
264 Look for the <code>OpenGL vendor</code> and <code>OpenGL renderer</code> values.
265 That will identify who's OpenGL library with which driver you're using and what sort of
266 hardware it has detected.
267 </p>
268 <p>
269 If you're using a hardware accelerated driver you want <code>direct rendering: Yes</code>.
270 </p>
271 <p>
272 If your DRI-based driver isn't working, go to the
273 <a href="https://dri.freedesktop.org/">DRI website</a> for trouble-shooting information.
274 </p>
275
276
277 <h3>3.2 I'm seeing errors in depth (Z) buffering. Why?</h3>
278 <p>
279 Make sure the ratio of the far to near clipping planes isn't too great.
280 Look
281 <a href="https://www.opengl.org/archives/resources/faq/technical/depthbuffer.htm#0040">here</a>
282 for details.
283 </p>
284 <p>
285 Mesa uses a 16-bit depth buffer by default which is smaller and faster
286 to clear than a 32-bit buffer but not as accurate.
287 If you need a deeper you can modify the parameters to
288 <code>glXChooseVisual</code> in your code.
289 </p>
290
291
292 <h3>3.3 Why Isn't depth buffering working at all?</h3>
293 <p>
294 Be sure you're requesting a depth buffered-visual. If you set the
295 <code>MESA_DEBUG</code> environment variable it will warn you about trying
296 to enable depth testing when you don't have a depth buffer.
297 </p>
298 <p>Specifically, make sure <code>glutInitDisplayMode</code> is being called
299 with <code>GLUT_DEPTH</code> or <code>glXChooseVisual</code> is being
300 called with a non-zero value for <code>GLX_DEPTH_SIZE</code>.
301 </p>
302 <p>This discussion applies to stencil buffers, accumulation buffers and
303 alpha channels too.
304 </p>
305
306
307 <h3>3.4 Why does <code>glGetString()</code> always return <code>NULL</code>?</h3>
308 <p>
309 Be sure you have an active/current OpenGL rendering context before
310 calling <code>glGetString</code>.
311 </p>
312
313
314 <h3>3.5 <code>GL_POINTS</code> and <code>GL_LINES</code> don't touch the
315 right pixels</h3>
316 <p>
317 If you're trying to draw a filled region by using <code>GL_POINTS</code> or
318 <code>GL_LINES</code> and seeing holes or gaps it's because of a float-to-int
319 rounding problem. But this is not a bug. See Appendix H of the OpenGL
320 Programming Guide - "OpenGL Correctness Tips". Basically, applying a
321 translation of (0.375, 0.375, 0.0) to your coordinates will fix the problem.
322 </p>
323
324
325 <h2 id="part4">4. Developer Questions</h2>
326
327 <h3>4.1 How can I contribute?</h3>
328 <p>
329 First, join the <a href="lists.html">mesa-dev mailing list</a>.
330 That's where Mesa development is discussed.
331 </p>
332 <p>
333 The <a href="https://www.opengl.org/documentation">
334 OpenGL Specification</a> is the bible for OpenGL implementation work.
335 You should read it.
336 </p>
337 <p>Most of the Mesa development work involves implementing new OpenGL
338 extensions, writing hardware drivers (for the DRI), and code optimization.
339 </p>
340
341 <h3>4.2 How do I write a new device driver?</h3>
342 <p>
343 Unfortunately, writing a device driver isn't easy.
344 It requires detailed understanding of OpenGL, the Mesa code, and your
345 target hardware/operating system.
346 3D graphics are not simple.
347 </p>
348 <p>
349 The best way to get started is to use an existing driver as your starting
350 point.
351 For a classic hardware driver, the i965 driver is a good example.
352 For a Gallium3D hardware driver, the r300g, r600g and the i915g are good examples.
353 </p>
354 <p>The DRI website has more information about writing hardware drivers.
355 The process isn't well document because the Mesa driver interface changes
356 over time, and we seldom have spare time for writing documentation.
357 That being said, many people have managed to figure out the process.
358 </p>
359 <p>
360 Joining the appropriate mailing lists and asking questions (and searching
361 the archives) is a good way to get information.
362 </p>
363
364
365 <h3>4.3 Why isn't <code>GL_EXT_texture_compression_s3tc</code> implemented in
366 Mesa?</h3>
367 <p>
368 Oh but it is! Prior to 2nd October 2017, the Mesa project did not include s3tc
369 support due to intellectual property (IP) and/or patent issues around the s3tc
370 algorithm.
371 </p>
372 <p>
373 As of Mesa 17.3.0, Mesa now officially supports s3tc, as the patent has expired.
374 </p>
375 <p>
376 In versions prior to this, a 3rd party <a href="https://dri.freedesktop.org/wiki/S3TC">
377 plug-in library</a> was required.
378 </p>
379
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