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356 lines
9.7 KiB
HTML
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd">
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<html lang="en">
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<head>
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<meta http-equiv="content-type" content="text/html; charset=utf-8">
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<title>Mesa Introduction</title>
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<link rel="stylesheet" type="text/css" href="mesa.css">
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</head>
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<body>
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<div class="header">
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<h1>The Mesa 3D Graphics Library</h1>
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</div>
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<iframe src="contents.html"></iframe>
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<div class="content">
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<h1>Introduction</h1>
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<p>
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Mesa is an open-source implementation of the
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<a href="http://www.opengl.org/">OpenGL</a> specification -
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a system for rendering interactive 3D graphics.
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</p>
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<p>
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A variety of device drivers allows Mesa to be used in many different
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environments ranging from software emulation to complete hardware acceleration
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for modern GPUs.
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</p>
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<p>
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Mesa ties into several other open-source projects: the
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<a href="http://dri.freedesktop.org/">Direct Rendering
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Infrastructure</a> and <a href="http://x.org">X.org</a> to
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provide OpenGL support to users of X on Linux, FreeBSD and other operating
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systems.
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</p>
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<h1>Project History</h1>
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<p>
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The Mesa project was originally started by Brian Paul.
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Here's a short history of the project.
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</p>
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<p>
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August, 1993: I begin working on Mesa in my spare time. The project
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has no name at that point. I was simply interested in writing a simple
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3D graphics library that used the then-new OpenGL API. I was partially
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inspired by the <em>VOGL</em> library which emulated a subset of IRIS GL.
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I had been programming with IRIS GL since 1991.
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</p>
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<p>
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November 1994: I contact SGI to ask permission to distribute my OpenGL-like
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graphics library on the internet. SGI was generally receptive to the
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idea and after negotiations with SGI's legal department, I get permission
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to release it.
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</p>
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<p>
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February 1995: Mesa 1.0 is released on the internet. I expected that
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a few people would be interested in it, but not thousands.
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I was soon receiving patches, new features and thank-you notes on a
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daily basis. That encouraged me to continue working on Mesa. The
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name Mesa just popped into my head one day. SGI had asked me not to use
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the terms <em>"Open"</em> or <em>"GL"</em> in the project name and I didn't
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want to make up a new acronym. Later, I heard of the Mesa programming
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language and the Mesa spreadsheet for NeXTStep.
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</p>
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<p>
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In the early days, OpenGL wasn't available on too many systems.
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It even took a while for SGI to support it across their product line.
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Mesa filled a big hole during that time.
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For a lot of people, Mesa was their first introduction to OpenGL.
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I think SGI recognized that Mesa actually helped to promote
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the OpenGL API, so they didn't feel threatened by the project.
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</p>
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<p>
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1995-1996: I continue working on Mesa both during my spare time and during
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my work hours at the Space Science and Engineering Center at the University
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of Wisconsin in Madison. My supervisor, Bill Hibbard, lets me do this because
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Mesa is now being using for the <a href="http://www.ssec.wisc.edu/%7Ebillh/vis.html">Vis5D</a> project.
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</p><p>
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October 1996: Mesa 2.0 is released. It implements the OpenGL 1.1 specification.
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</p>
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<p>
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March 1997: Mesa 2.2 is released. It supports the new 3dfx Voodoo graphics
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card via the Glide library. It's the first really popular hardware OpenGL
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implementation for Linux.
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</p>
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<p>
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September 1998: Mesa 3.0 is released. It's the first publicly-available
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implementation of the OpenGL 1.2 API.
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</p>
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<p>
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March 1999: I attend my first OpenGL ARB meeting. I contribute to the
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development of several official OpenGL extensions over the years.
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</p>
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<p>
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September 1999: I'm hired by Precision Insight, Inc. Mesa is a key
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component of 3D hardware acceleration in the new DRI project for XFree86.
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Drivers for 3dfx, 3dLabs, Intel, Matrox and ATI hardware soon follow.
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</p>
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<p>
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October 2001: Mesa 4.0 is released.
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It implements the OpenGL 1.3 specification.
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</p>
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<p>
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November 2001: I cofounded Tungsten Graphics, Inc. with Keith Whitwell,
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Jens Owen, David Dawes and Frank LaMonica.
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Tungsten Graphics was acquired by VMware in December 2008.
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</p>
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<p>
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November 2002: Mesa 5.0 is released.
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It implements the OpenGL 1.4 specification.
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</p>
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<p>
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January 2003: Mesa 6.0 is released. It implements the OpenGL 1.5
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specification as well as the GL_ARB_vertex_program and
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GL_ARB_fragment_program extensions.
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</p>
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<p>
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June 2007: Mesa 7.0 is released, implementing the OpenGL 2.1 specification
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and OpenGL Shading Language.
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</p>
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<p>
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2008: Keith Whitwell and other Tungsten Graphics employees develop
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<a href="http://en.wikipedia.org/wiki/Gallium3D">Gallium</a>
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- a new GPU abstraction layer. The latest Mesa drivers are based on
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Gallium and other APIs such as OpenVG are implemented on top of Gallium.
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</p>
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<p>
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February 2012: Mesa 8.0 is released, implementing the OpenGL 3.0 specification
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and version 1.30 of the OpenGL Shading Language.
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</p>
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<p>
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Ongoing: Mesa is the OpenGL implementation for several types of hardware
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made by Intel, AMD and NVIDIA, plus the VMware virtual GPU.
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There's also several software-based renderers: swrast (the legacy
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Mesa rasterizer), softpipe (a gallium reference driver) and llvmpipe
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(LLVM/JIT-based high-speed rasterizer).
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Work continues on the drivers and core Mesa to implement newer versions
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of the OpenGL specification.
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</p>
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<h1>Major Versions</h1>
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<p>
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This is a summary of the major versions of Mesa.
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Mesa's major version number has been incremented whenever a new version
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of the OpenGL specification is implemented.
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</p>
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<h2>Version 9.x features</h2>
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<p>
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Version 9.x of Mesa implements the OpenGL 3.1 API.
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While the driver for Intel Sandy Bridge and Ivy Bridge is the only
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driver to support OpenGL 3.1, many developers across the open-source
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community contributed features required for OpenGL 3.1. The primary
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features added since the Mesa 8.0 release are
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GL_ARB_texture_buffer_object and GL_ARB_uniform_buffer_object.
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</p>
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<h2>Version 8.x features</h2>
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<p>
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Version 8.x of Mesa implements the OpenGL 3.0 API.
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The developers at Intel deserve a lot of credit for implementing most
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of the OpenGL 3.0 features in core Mesa, the GLSL compiler as well as
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the i965 driver.
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</p>
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<h2>Version 7.x features</h2>
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<p>
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Version 7.x of Mesa implements the OpenGL 2.1 API. The main feature
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of OpenGL 2.x is the OpenGL Shading Language.
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</p>
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<h2>Version 6.x features</h2>
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<p>
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Version 6.x of Mesa implements the OpenGL 1.5 API with the following
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extensions incorporated as standard features:
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</p>
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<ul>
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<li>GL_ARB_occlusion_query
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<li>GL_ARB_vertex_buffer_object
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<li>GL_EXT_shadow_funcs
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</ul>
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<p>
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Also note that several OpenGL tokens were renamed in OpenGL 1.5
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for the sake of consistency.
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The old tokens are still available.
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</p>
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<pre>
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New Token Old Token
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------------------------------------------------------------
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GL_FOG_COORD_SRC GL_FOG_COORDINATE_SOURCE
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GL_FOG_COORD GL_FOG_COORDINATE
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GL_CURRENT_FOG_COORD GL_CURRENT_FOG_COORDINATE
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GL_FOG_COORD_ARRAY_TYPE GL_FOG_COORDINATE_ARRAY_TYPE
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GL_FOG_COORD_ARRAY_STRIDE GL_FOG_COORDINATE_ARRAY_STRIDE
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GL_FOG_COORD_ARRAY_POINTER GL_FOG_COORDINATE_ARRAY_POINTER
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GL_FOG_COORD_ARRAY GL_FOG_COORDINATE_ARRAY
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GL_SRC0_RGB GL_SOURCE0_RGB
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GL_SRC1_RGB GL_SOURCE1_RGB
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GL_SRC2_RGB GL_SOURCE2_RGB
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GL_SRC0_ALPHA GL_SOURCE0_ALPHA
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GL_SRC1_ALPHA GL_SOURCE1_ALPHA
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GL_SRC2_ALPHA GL_SOURCE2_ALPHA
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</pre>
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<p>
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See the
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<a href="http://www.opengl.org/documentation/spec.html">
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OpenGL specification</a> for more details.
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</p>
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<h2>Version 5.x features</h2>
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<p>
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Version 5.x of Mesa implements the OpenGL 1.4 API with the following
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extensions incorporated as standard features:
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</p>
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<ul>
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<li>GL_ARB_depth_texture
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<li>GL_ARB_shadow
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<li>GL_ARB_texture_env_crossbar
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<li>GL_ARB_texture_mirror_repeat
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<li>GL_ARB_window_pos
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<li>GL_EXT_blend_color
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<li>GL_EXT_blend_func_separate
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<li>GL_EXT_blend_logic_op
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<li>GL_EXT_blend_minmax
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<li>GL_EXT_blend_subtract
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<li>GL_EXT_fog_coord
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<li>GL_EXT_multi_draw_arrays
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<li>GL_EXT_point_parameters
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<li>GL_EXT_secondary_color
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<li>GL_EXT_stencil_wrap
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<li>GL_EXT_texture_lod_bias (plus, a per-texture LOD bias parameter)
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<li>GL_SGIS_generate_mipmap
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</ul>
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<h2>Version 4.x features</h2>
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<p>
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Version 4.x of Mesa implements the OpenGL 1.3 API with the following
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extensions incorporated as standard features:
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</p>
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<ul>
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<li>GL_ARB_multisample
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<li>GL_ARB_multitexture
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<li>GL_ARB_texture_border_clamp
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<li>GL_ARB_texture_compression
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<li>GL_ARB_texture_cube_map
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<li>GL_ARB_texture_env_add
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<li>GL_ARB_texture_env_combine
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<li>GL_ARB_texture_env_dot3
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<li>GL_ARB_transpose_matrix
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</ul>
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<h2>Version 3.x features</h2>
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<p>
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Version 3.x of Mesa implements the OpenGL 1.2 API with the following
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features:
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</p>
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<ul>
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<li>BGR, BGRA and packed pixel formats
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<li>New texture border clamp mode
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<li>glDrawRangeElements()
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<li>standard 3-D texturing
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<li>advanced MIPMAP control
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<li>separate specular color interpolation
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</ul>
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<h2>Version 2.x features</h2>
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<p>
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Version 2.x of Mesa implements the OpenGL 1.1 API with the following
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features.
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</p>
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<ul>
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<li>Texture mapping:
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<ul>
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<li>glAreTexturesResident
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<li>glBindTexture
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<li>glCopyTexImage1D
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<li>glCopyTexImage2D
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<li>glCopyTexSubImage1D
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<li>glCopyTexSubImage2D
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<li>glDeleteTextures
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<li>glGenTextures
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<li>glIsTexture
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<li>glPrioritizeTextures
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<li>glTexSubImage1D
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<li>glTexSubImage2D
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</ul>
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<li>Vertex Arrays:
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<ul>
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<li>glArrayElement
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<li>glColorPointer
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<li>glDrawElements
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<li>glEdgeFlagPointer
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<li>glIndexPointer
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<li>glInterleavedArrays
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<li>glNormalPointer
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<li>glTexCoordPointer
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<li>glVertexPointer
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</ul>
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<li>Client state management:
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<ul>
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<li>glDisableClientState
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<li>glEnableClientState
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<li>glPopClientAttrib
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<li>glPushClientAttrib
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</ul>
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<li>Misc:
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<ul>
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<li>glGetPointer
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<li>glIndexub
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<li>glIndexubv
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<li>glPolygonOffset
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</ul>
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</ul>
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</div>
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</body>
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</html>
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