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 <h1>Introduction</h1> 11 12 <p> 13 Mesa is an open-source implementation of the 14 <a href="http://www.opengl.org/" target="_parent">OpenGL</a> specification - 15 a system for rendering interactive 3D graphics. 16 </p> 17 18 <p> 19 A variety of device drivers allows Mesa to be used in many different 20 environments ranging from software emulation to complete hardware acceleration 21 for modern GPUs. 22 </p> 23 24 <p> 25 Mesa ties into several other open-source projects: the 26 <a href="http://dri.freedesktop.org/" target="_parent">Direct Rendering 27 Infrastructure</a> and <a href="http://x.org" target="_parent">X.org</a> to 28 provide OpenGL support to users of X on Linux, FreeBSD and other operating 29 systems. 30 </p> 31 32 33 34 <h1>Project History</h1> 35 36 <p> 37 The Mesa project was originally started by Brian Paul. 38 Here's a short history of the project. 39 </p> 40 41 <p> 42 August, 1993: I begin working on Mesa in my spare time. The project 43 has no name at that point. I was simply interested in writing a simple 44 3D graphics library that used the then-new OpenGL API. I was partially 45 inspired by the <em>VOGL</em> library which emulated a subset of IRIS GL. 46 I had been programming with IRIS GL since 1991. 47 </p> 48 49 <p> 50 November 1994: I contact SGI to ask permission to distribute my OpenGL-like 51 graphics library on the internet. SGI was generally receptive to the 52 idea and after negotiations with SGI's legal department, I get permission 53 to release it. 54 </p> 55 56 <p> 57 February 1995: Mesa 1.0 is released on the internet. I expected that 58 a few people would be interested in it, but not thousands. 59 I was soon receiving patches, new features and thank-you notes on a 60 daily basis. That encouraged me to continue working on Mesa. The 61 name Mesa just popped into my head one day. SGI had asked me not to use 62 the terms <em>"Open"</em> or <em>"GL"</em> in the project name and I didn't 63 want to make up a new acronym. Later, I heard of the Mesa programming 64 language and the Mesa spreadsheet for NeXTStep. 65 </p> 66 67 <p> 68 In the early days, OpenGL wasn't available on too many systems. 69 It even took a while for SGI to support it across their product line. 70 Mesa filled a big hole during that time. 71 For a lot of people, Mesa was their first introduction to OpenGL. 72 I think SGI recognized that Mesa actually helped to promote 73 the OpenGL API, so they didn't feel threatened by the project. 74 </p> 75 76 77 <p> 78 1995-1996: I continue working on Mesa both during my spare time and during 79 my work hours at the Space Science and Engineering Center at the University 80 of Wisconsin in Madison. My supervisor, Bill Hibbard, lets me do this because 81 Mesa is now being using for the <a href="http://www.ssec.wisc.edu/%7Ebillh/vis.html" target="_parent">Vis5D</a> project. 82 </p><p> 83 October 1996: Mesa 2.0 is released. It implements the OpenGL 1.1 specification. 84 </p> 85 86 <p> 87 March 1997: Mesa 2.2 is released. It supports the new 3dfx Voodoo graphics 88 card via the Glide library. It's the first really popular hardware OpenGL 89 implementation for Linux. 90 </p> 91 92 <p> 93 September 1998: Mesa 3.0 is released. It's the first publicly-available 94 implementation of the OpenGL 1.2 API. 95 </p> 96 97 <p> 98 March 1999: I attend my first OpenGL ARB meeting. I contribute to the 99 development of several official OpenGL extensions over the years. 100 </p> 101 102 <p> 103 September 1999: I'm hired by Precision Insight, Inc. Mesa is a key 104 component of 3D hardware acceleration in the new DRI project for XFree86. 105 Drivers for 3dfx, 3dLabs, Intel, Matrox and ATI hardware soon follow. 106 </p> 107 108 <p> 109 October 2001: Mesa 4.0 is released. 110 It implements the OpenGL 1.3 specification. 111 </p> 112 113 114 <p> 115 November 2001: I cofounded Tungsten Graphics, Inc. with Keith Whitwell, 116 Jens Owen, David Dawes and Frank LaMonica. 117 Tungsten Graphics was acquired by VMware in December 2008. 118 </p> 119 120 <p> 121 November 2002: Mesa 5.0 is released. 122 It implements the OpenGL 1.4 specification. 123 </p> 124 125 <p> 126 January 2003: Mesa 6.0 is released. It implements the OpenGL 1.5 127 specification as well as the GL_ARB_vertex_program and 128 GL_ARB_fragment_program extensions. 129 </p> 130 131 <p> 132 June 2007: Mesa 7.0 is released, implementing the OpenGL 2.1 specification 133 and OpenGL Shading Language. 134 </p> 135 136 <p> 137 2008: Keith Whitwell and other Tungsten Graphics employees develop 138 <a href="http://en.wikipedia.org/wiki/Gallium3D" target="_parent">Gallium</a> 139 - a new GPU abstraction layer. The latest Mesa drivers are based on 140 Gallium and other APIs such as OpenVG are implemented on top of Gallium. 141 </p> 142 143 <p> 144 February 2012: Mesa 8.0 is released, implementing the OpenGL 3.0 specification 145 and version 1.30 of the OpenGL Shading Language. 146 </p> 147 148 <p> 149 Ongoing: Mesa is the OpenGL implementation for several types of hardware 150 made by Intel, AMD and NVIDIA, plus the VMware virtual GPU. 151 There's also several software-based renderers: swrast (the legacy 152 Mesa rasterizer), softpipe (a gallium reference driver) and llvmpipe 153 (LLVM/JIT-based high-speed rasterizer). 154 Work continues on the drivers and core Mesa to implement newer versions 155 of the OpenGL specification. 156 </p> 157 158 159 160 <h1>Major Versions</h1> 161 162 <p> 163 This is a summary of the major versions of Mesa. 164 Mesa's major version number has been incremented whenever a new version 165 of the OpenGL specification is implemented. 166 </p> 167 168 169 <h2>Version 9.x features</h2> 170 <p> 171 Version 9.x of Mesa implements the OpenGL 3.1 API. 172 While the driver for Intel Sandy Bridge and Ivy Bridge is the only 173 driver to support OpenGL 3.1, many developers across the open-source 174 community contributed features required for OpenGL 3.1. The primary 175 features added since the Mesa 8.0 release are 176 GL_ARB_texture_buffer_object and GL_ARB_uniform_buffer_object. 177 </p> 178 179 180 <h2>Version 8.x features</h2> 181 <p> 182 Version 8.x of Mesa implements the OpenGL 3.0 API. 183 The developers at Intel deserve a lot of credit for implementing most 184 of the OpenGL 3.0 features in core Mesa, the GLSL compiler as well as 185 the i965 driver. 186 </p> 187 188 189 <h2>Version 7.x features</h2> 190 <p> 191 Version 7.x of Mesa implements the OpenGL 2.1 API. The main feature 192 of OpenGL 2.x is the OpenGL Shading Language. 193 </p> 194 195 196 <h2>Version 6.x features</h2> 197 <p> 198 Version 6.x of Mesa implements the OpenGL 1.5 API with the following 199 extensions incorporated as standard features: 200 </p> 201 <ul> 202 <li>GL_ARB_occlusion_query 203 <li>GL_ARB_vertex_buffer_object 204 <li>GL_EXT_shadow_funcs 205 </ul> 206 <p> 207 Also note that several OpenGL tokens were renamed in OpenGL 1.5 208 for the sake of consistency. 209 The old tokens are still available. 210 </p> 211 <pre> 212 New Token Old Token 213 ------------------------------------------------------------ 214 GL_FOG_COORD_SRC GL_FOG_COORDINATE_SOURCE 215 GL_FOG_COORD GL_FOG_COORDINATE 216 GL_CURRENT_FOG_COORD GL_CURRENT_FOG_COORDINATE 217 GL_FOG_COORD_ARRAY_TYPE GL_FOG_COORDINATE_ARRAY_TYPE 218 GL_FOG_COORD_ARRAY_STRIDE GL_FOG_COORDINATE_ARRAY_STRIDE 219 GL_FOG_COORD_ARRAY_POINTER GL_FOG_COORDINATE_ARRAY_POINTER 220 GL_FOG_COORD_ARRAY GL_FOG_COORDINATE_ARRAY 221 GL_SRC0_RGB GL_SOURCE0_RGB 222 GL_SRC1_RGB GL_SOURCE1_RGB 223 GL_SRC2_RGB GL_SOURCE2_RGB 224 GL_SRC0_ALPHA GL_SOURCE0_ALPHA 225 GL_SRC1_ALPHA GL_SOURCE1_ALPHA 226 GL_SRC2_ALPHA GL_SOURCE2_ALPHA 227 </pre> 228 <p> 229 See the 230 <a href="http://www.opengl.org/documentation/spec.html" target="_parent"> 231 OpenGL specification</a> for more details. 232 </p> 233 234 235 236 <h2>Version 5.x features</h2> 237 <p> 238 Version 5.x of Mesa implements the OpenGL 1.4 API with the following 239 extensions incorporated as standard features: 240 </p> 241 <ul> 242 <li>GL_ARB_depth_texture 243 <li>GL_ARB_shadow 244 <li>GL_ARB_texture_env_crossbar 245 <li>GL_ARB_texture_mirror_repeat 246 <li>GL_ARB_window_pos 247 <li>GL_EXT_blend_color 248 <li>GL_EXT_blend_func_separate 249 <li>GL_EXT_blend_logic_op 250 <li>GL_EXT_blend_minmax 251 <li>GL_EXT_blend_subtract 252 <li>GL_EXT_fog_coord 253 <li>GL_EXT_multi_draw_arrays 254 <li>GL_EXT_point_parameters 255 <li>GL_EXT_secondary_color 256 <li>GL_EXT_stencil_wrap 257 <li>GL_EXT_texture_lod_bias (plus, a per-texture LOD bias parameter) 258 <li>GL_SGIS_generate_mipmap 259 </ul> 260 261 262 <h2>Version 4.x features</h2> 263 264 <p> 265 Version 4.x of Mesa implements the OpenGL 1.3 API with the following 266 extensions incorporated as standard features: 267 </p> 268 269 <ul> 270 <li>GL_ARB_multisample 271 <li>GL_ARB_multitexture 272 <li>GL_ARB_texture_border_clamp 273 <li>GL_ARB_texture_compression 274 <li>GL_ARB_texture_cube_map 275 <li>GL_ARB_texture_env_add 276 <li>GL_ARB_texture_env_combine 277 <li>GL_ARB_texture_env_dot3 278 <li>GL_ARB_transpose_matrix 279 </ul> 280 281 <h2>Version 3.x features</h2> 282 283 <p> 284 Version 3.x of Mesa implements the OpenGL 1.2 API with the following 285 features: 286 </p> 287 <ul> 288 <li>BGR, BGRA and packed pixel formats 289 <li>New texture border clamp mode 290 <li>glDrawRangeElements() 291 <li>standard 3-D texturing 292 <li>advanced MIPMAP control 293 <li>separate specular color interpolation 294 </ul> 295 296 297 <h2>Version 2.x features</h2> 298 <p> 299 Version 2.x of Mesa implements the OpenGL 1.1 API with the following 300 features. 301 </p> 302 <ul> 303 <li>Texture mapping: 304 <ul> 305 <li>glAreTexturesResident 306 <li>glBindTexture 307 <li>glCopyTexImage1D 308 <li>glCopyTexImage2D 309 <li>glCopyTexSubImage1D 310 <li>glCopyTexSubImage2D 311 <li>glDeleteTextures 312 <li>glGenTextures 313 <li>glIsTexture 314 <li>glPrioritizeTextures 315 <li>glTexSubImage1D 316 <li>glTexSubImage2D 317 </ul> 318 <li>Vertex Arrays: 319 <ul> 320 <li>glArrayElement 321 <li>glColorPointer 322 <li>glDrawElements 323 <li>glEdgeFlagPointer 324 <li>glIndexPointer 325 <li>glInterleavedArrays 326 <li>glNormalPointer 327 <li>glTexCoordPointer 328 <li>glVertexPointer 329 </ul> 330 <li>Client state management: 331 <ul> 332 <li>glDisableClientState 333 <li>glEnableClientState 334 <li>glPopClientAttrib 335 <li>glPushClientAttrib 336 </ul> 337 <li>Misc: 338 <ul> 339 <li>glGetPointer 340 <li>glIndexub 341 <li>glIndexubv 342 <li>glPolygonOffset 343 </ul> 344 </ul> 345 346 347 </body> 348 </html> 349