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  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>
  20. Mesa is an open-source implementation of the
  21. <a href="http://www.opengl.org/">OpenGL</a> specification -
  22. a system for rendering interactive 3D graphics.
  23. </p>
  24.  
  25. <p>
  26. A variety of device drivers allows Mesa to be used in many different
  27. environments ranging from software emulation to complete hardware acceleration
  28. for modern GPUs.
  29. </p>
  30.  
  31. <p>
  32. Mesa ties into several other open-source projects: the
  33. <a href="http://dri.freedesktop.org/">Direct Rendering
  34. Infrastructure</a> and <a href="http://x.org">X.org</a> to
  35. provide OpenGL support to users of X on Linux, FreeBSD and other operating
  36. systems.
  37. </p>
  38.  
  39.  
  40.  
  41. <h1>Project History</h1>
  42.  
  43. <p>
  44. The Mesa project was originally started by Brian Paul.
  45. Here's a short history of the project.
  46. </p>
  47.  
  48. <p>
  49. August, 1993: I begin working on Mesa in my spare time.  The project
  50. has no name at that point.  I was simply interested in writing a simple
  51. 3D graphics library that used the then-new OpenGL API.  I was partially
  52. inspired by the <em>VOGL</em> library which emulated a subset of IRIS GL.
  53. I had been programming with IRIS GL since 1991.
  54. </p>
  55.  
  56. <p>
  57. November 1994: I contact SGI to ask permission to distribute my OpenGL-like
  58. graphics library on the internet.  SGI was generally receptive to the
  59. idea and after negotiations with SGI's legal department, I get permission
  60. to release it.
  61. </p>
  62.  
  63. <p>
  64. February 1995: Mesa 1.0 is released on the internet.  I expected that
  65. a few people would be interested in it, but not thousands.
  66. I was soon receiving patches, new features and thank-you notes on a
  67. daily basis.  That encouraged me to continue working on Mesa.  The
  68. name Mesa just popped into my head one day.  SGI had asked me not to use
  69. the terms <em>"Open"</em> or <em>"GL"</em> in the project name and I didn't
  70. want to make up a new acronym.  Later, I heard of the Mesa programming
  71. language and the Mesa spreadsheet for NeXTStep.
  72. </p>
  73.  
  74. <p>
  75. In the early days, OpenGL wasn't available on too many systems.
  76. It even took a while for SGI to support it across their product line.
  77. Mesa filled a big hole during that time.
  78. For a lot of people, Mesa was their first introduction to OpenGL.
  79. I think SGI recognized that Mesa actually helped to promote
  80. the OpenGL API, so they didn't feel threatened by the project.
  81. </p>
  82.  
  83.  
  84. <p>
  85. 1995-1996: I continue working on Mesa both during my spare time and during
  86. my work hours at the Space Science and Engineering Center at the University
  87. of Wisconsin in Madison.  My supervisor, Bill Hibbard, lets me do this because
  88. Mesa is now being using for the <a href="http://www.ssec.wisc.edu/%7Ebillh/vis.html">Vis5D</a> project.
  89. </p><p>
  90. October 1996: Mesa 2.0 is released.  It implements the OpenGL 1.1 specification.
  91. </p>
  92.  
  93. <p>
  94. March 1997: Mesa 2.2 is released.  It supports the new 3dfx Voodoo graphics
  95. card via the Glide library.  It's the first really popular hardware OpenGL
  96. implementation for Linux.
  97. </p>
  98.  
  99. <p>
  100. September 1998: Mesa 3.0 is released.  It's the first publicly-available
  101. implementation of the OpenGL 1.2 API.
  102. </p>
  103.  
  104. <p>
  105. March 1999: I attend my first OpenGL ARB meeting.  I contribute to the
  106. development of several official OpenGL extensions over the years.
  107. </p>
  108.  
  109. <p>
  110. September 1999: I'm hired by Precision Insight, Inc.  Mesa is a key
  111. component of 3D hardware acceleration in the new DRI project for XFree86.
  112. Drivers for 3dfx, 3dLabs, Intel, Matrox and ATI hardware soon follow.
  113. </p>
  114.  
  115. <p>
  116. October 2001: Mesa 4.0 is released.
  117. It implements the OpenGL 1.3 specification.
  118. </p>
  119.  
  120.  
  121. <p>
  122. November 2001: I cofounded Tungsten Graphics, Inc. with Keith Whitwell,
  123. Jens Owen, David Dawes and Frank LaMonica.
  124. Tungsten Graphics was acquired by VMware in December 2008.
  125. </p>
  126.  
  127. <p>
  128. November 2002: Mesa 5.0 is released.
  129. It implements the OpenGL 1.4 specification.
  130. </p>
  131.  
  132. <p>
  133. January 2003: Mesa 6.0 is released.  It implements the OpenGL 1.5
  134. specification as well as the GL_ARB_vertex_program and
  135. GL_ARB_fragment_program extensions.
  136. </p>
  137.  
  138. <p>
  139. June 2007: Mesa 7.0 is released, implementing the OpenGL 2.1 specification
  140. and OpenGL Shading Language.
  141. </p>
  142.  
  143. <p>
  144. 2008: 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
  147. Gallium and other APIs such as OpenVG are implemented on top of Gallium.
  148. </p>
  149.  
  150. <p>
  151. February 2012: Mesa 8.0 is released, implementing the OpenGL 3.0 specification
  152. and version 1.30 of the OpenGL Shading Language.
  153. </p>
  154.  
  155. <p>
  156. Ongoing: Mesa is the OpenGL implementation for several types of hardware
  157. made by Intel, AMD and NVIDIA, plus the VMware virtual GPU.
  158. There's also several software-based renderers: swrast (the legacy
  159. Mesa rasterizer), softpipe (a gallium reference driver) and llvmpipe
  160. (LLVM/JIT-based high-speed rasterizer).
  161. Work continues on the drivers and core Mesa to implement newer versions
  162. of the OpenGL specification.
  163. </p>
  164.  
  165.  
  166.  
  167. <h1>Major Versions</h1>
  168.  
  169. <p>
  170. This is a summary of the major versions of Mesa.
  171. Mesa's major version number has been incremented whenever a new version
  172. of the OpenGL specification is implemented.
  173. </p>
  174.  
  175.  
  176. <h2>Version 9.x features</h2>
  177. <p>
  178. Version 9.x of Mesa implements the OpenGL 3.1 API.
  179. While the driver for Intel Sandy Bridge and Ivy Bridge is the only
  180. driver to support OpenGL 3.1, many developers across the open-source
  181. community contributed features required for OpenGL 3.1.  The primary
  182. features added since the Mesa 8.0 release are
  183. GL_ARB_texture_buffer_object and GL_ARB_uniform_buffer_object.
  184. </p>
  185.  
  186.  
  187. <h2>Version 8.x features</h2>
  188. <p>
  189. Version 8.x of Mesa implements the OpenGL 3.0 API.
  190. The developers at Intel deserve a lot of credit for implementing most
  191. of the OpenGL 3.0 features in core Mesa, the GLSL compiler as well as
  192. the i965 driver.
  193. </p>
  194.  
  195.  
  196. <h2>Version 7.x features</h2>
  197. <p>
  198. Version 7.x of Mesa implements the OpenGL 2.1 API.  The main feature
  199. of OpenGL 2.x is the OpenGL Shading Language.
  200. </p>
  201.  
  202.  
  203. <h2>Version 6.x features</h2>
  204. <p>
  205. Version 6.x of Mesa implements the OpenGL 1.5 API with the following
  206. extensions 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>
  214. Also note that several OpenGL tokens were renamed in OpenGL 1.5
  215. for the sake of consistency.
  216. The old tokens are still available.
  217. </p>
  218. <pre>
  219. New Token                   Old Token
  220. ------------------------------------------------------------
  221. GL_FOG_COORD_SRC            GL_FOG_COORDINATE_SOURCE
  222. GL_FOG_COORD                GL_FOG_COORDINATE
  223. GL_CURRENT_FOG_COORD        GL_CURRENT_FOG_COORDINATE
  224. GL_FOG_COORD_ARRAY_TYPE     GL_FOG_COORDINATE_ARRAY_TYPE
  225. GL_FOG_COORD_ARRAY_STRIDE   GL_FOG_COORDINATE_ARRAY_STRIDE
  226. GL_FOG_COORD_ARRAY_POINTER  GL_FOG_COORDINATE_ARRAY_POINTER
  227. GL_FOG_COORD_ARRAY          GL_FOG_COORDINATE_ARRAY
  228. GL_SRC0_RGB                 GL_SOURCE0_RGB
  229. GL_SRC1_RGB                 GL_SOURCE1_RGB
  230. GL_SRC2_RGB                 GL_SOURCE2_RGB
  231. GL_SRC0_ALPHA               GL_SOURCE0_ALPHA
  232. GL_SRC1_ALPHA               GL_SOURCE1_ALPHA
  233. GL_SRC2_ALPHA               GL_SOURCE2_ALPHA
  234. </pre>
  235. <p>
  236. See the
  237. <a href="http://www.opengl.org/documentation/spec.html">
  238. OpenGL specification</a> for more details.
  239. </p>
  240.  
  241.  
  242.  
  243. <h2>Version 5.x features</h2>
  244. <p>
  245. Version 5.x of Mesa implements the OpenGL 1.4 API with the following
  246. extensions 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>
  272. Version 4.x of Mesa implements the OpenGL 1.3 API with the following
  273. extensions 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>
  291. Version 3.x of Mesa implements the OpenGL 1.2 API with the following
  292. features:
  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>
  306. Version 2.x of Mesa implements the OpenGL 1.1 API with the following
  307. features.
  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.