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> 13Mesa is an open-source implementation of the 14<a href="http://www.opengl.org/" target="_parent">OpenGL</a> specification - 15a system for rendering interactive 3D graphics. 16</p> 17 18<p> 19A variety of device drivers allows Mesa to be used in many different 20environments ranging from software emulation to complete hardware acceleration 21for modern GPUs. 22</p> 23 24<p> 25Mesa ties into several other open-source projects: the 26<a href="http://dri.freedesktop.org/" target="_parent">Direct Rendering 27Infrastructure</a> and <a href="http://x.org" target="_parent">X.org</a> to 28provide OpenGL support to users of X on Linux, FreeBSD and other operating 29systems. 30</p> 31 32 33 34<h1>Project History</h1> 35 36<p> 37The Mesa project was originally started by Brian Paul. 38Here's a short history of the project. 39</p> 40 41<p> 42August, 1993: I begin working on Mesa in my spare time. The project 43has no name at that point. I was simply interested in writing a simple 443D graphics library that used the then-new OpenGL API. I was partially 45inspired by the <em>VOGL</em> library which emulated a subset of IRIS GL. 46I had been programming with IRIS GL since 1991. 47</p> 48 49<p> 50November 1994: I contact SGI to ask permission to distribute my OpenGL-like 51graphics library on the internet. SGI was generally receptive to the 52idea and after negotiations with SGI's legal department, I get permission 53to release it. 54</p> 55 56<p> 57February 1995: Mesa 1.0 is released on the internet. I expected that 58a few people would be interested in it, but not thousands. 59I was soon receiving patches, new features and thank-you notes on a 60daily basis. That encouraged me to continue working on Mesa. The 61name Mesa just popped into my head one day. SGI had asked me not to use 62the terms <em>"Open"</em> or <em>"GL"</em> in the project name and I didn't 63want to make up a new acronym. Later, I heard of the Mesa programming 64language and the Mesa spreadsheet for NeXTStep. 65</p> 66 67<p> 68In the early days, OpenGL wasn't available on too many systems. 69It even took a while for SGI to support it across their product line. 70Mesa filled a big hole during that time. 71For a lot of people, Mesa was their first introduction to OpenGL. 72I think SGI recognized that Mesa actually helped to promote 73the OpenGL API, so they didn't feel threatened by the project. 74</p> 75 76 77<p> 781995-1996: I continue working on Mesa both during my spare time and during 79my work hours at the Space Science and Engineering Center at the University 80of Wisconsin in Madison. My supervisor, Bill Hibbard, lets me do this because 81Mesa is now being using for the <a href="http://www.ssec.wisc.edu/%7Ebillh/vis.html" target="_parent">Vis5D</a> project. 82</p><p> 83October 1996: Mesa 2.0 is released. It implements the OpenGL 1.1 specification. 84</p> 85 86<p> 87March 1997: Mesa 2.2 is released. It supports the new 3dfx Voodoo graphics 88card via the Glide library. It's the first really popular hardware OpenGL 89implementation for Linux. 90</p> 91 92<p> 93September 1998: Mesa 3.0 is released. It's the first publicly-available 94implementation of the OpenGL 1.2 API. 95</p> 96 97<p> 98March 1999: I attend my first OpenGL ARB meeting. I contribute to the 99development of several official OpenGL extensions over the years. 100</p> 101 102<p> 103September 1999: I'm hired by Precision Insight, Inc. Mesa is a key 104component of 3D hardware acceleration in the new DRI project for XFree86. 105Drivers for 3dfx, 3dLabs, Intel, Matrox and ATI hardware soon follow. 106</p> 107 108<p> 109October 2001: Mesa 4.0 is released. 110It implements the OpenGL 1.3 specification. 111</p> 112 113 114<p> 115November 2001: I cofounded Tungsten Graphics, Inc. with Keith Whitwell, 116Jens Owen, David Dawes and Frank LaMonica. 117Tungsten Graphics was acquired by VMware in December 2008. 118</p> 119 120<p> 121November 2002: Mesa 5.0 is released. 122It implements the OpenGL 1.4 specification. 123</p> 124 125<p> 126January 2003: Mesa 6.0 is released. It implements the OpenGL 1.5 127specification as well as the GL_ARB_vertex_program and 128GL_ARB_fragment_program extensions. 129</p> 130 131<p> 132June 2007: Mesa 7.0 is released, implementing the OpenGL 2.1 specification 133and OpenGL Shading Language. 134</p> 135 136<p> 1372008: 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 140Gallium and other APIs such as OpenVG are implemented on top of Gallium. 141</p> 142 143<p> 144February 2012: Mesa 8.0 is released, implementing the OpenGL 3.0 specification 145and version 1.30 of the OpenGL Shading Language. 146</p> 147 148<p> 149Ongoing: Mesa is the OpenGL implementation for several types of hardware 150made by Intel, AMD and NVIDIA, plus the VMware virtual GPU. 151There's also several software-based renderers: swrast (the legacy 152Mesa rasterizer), softpipe (a gallium reference driver) and llvmpipe 153(LLVM/JIT-based high-speed rasterizer). 154Work continues on the drivers and core Mesa to implement newer versions 155of the OpenGL specification. 156</p> 157 158 159 160<h1>Major Versions</h1> 161 162<p> 163This is a summary of the major versions of Mesa. 164Mesa's major version number has been incremented whenever a new version 165of the OpenGL specification is implemented. 166</p> 167 168 169<h2>Version 9.x features</h2> 170<p> 171Version 9.x of Mesa implements the OpenGL 3.1 API. 172While the driver for Intel Sandy Bridge and Ivy Bridge is the only 173driver to support OpenGL 3.1, many developers across the open-source 174community contributed features required for OpenGL 3.1. The primary 175features added since the Mesa 8.0 release are 176GL_ARB_texture_buffer_object and GL_ARB_uniform_buffer_object. 177</p> 178 179 180<h2>Version 8.x features</h2> 181<p> 182Version 8.x of Mesa implements the OpenGL 3.0 API. 183The developers at Intel deserve a lot of credit for implementing most 184of the OpenGL 3.0 features in core Mesa, the GLSL compiler as well as 185the i965 driver. 186</p> 187 188 189<h2>Version 7.x features</h2> 190<p> 191Version 7.x of Mesa implements the OpenGL 2.1 API. The main feature 192of OpenGL 2.x is the OpenGL Shading Language. 193</p> 194 195 196<h2>Version 6.x features</h2> 197<p> 198Version 6.x of Mesa implements the OpenGL 1.5 API with the following 199extensions 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> 207Also note that several OpenGL tokens were renamed in OpenGL 1.5 208for the sake of consistency. 209The old tokens are still available. 210</p> 211<pre> 212New Token Old Token 213------------------------------------------------------------ 214GL_FOG_COORD_SRC GL_FOG_COORDINATE_SOURCE 215GL_FOG_COORD GL_FOG_COORDINATE 216GL_CURRENT_FOG_COORD GL_CURRENT_FOG_COORDINATE 217GL_FOG_COORD_ARRAY_TYPE GL_FOG_COORDINATE_ARRAY_TYPE 218GL_FOG_COORD_ARRAY_STRIDE GL_FOG_COORDINATE_ARRAY_STRIDE 219GL_FOG_COORD_ARRAY_POINTER GL_FOG_COORDINATE_ARRAY_POINTER 220GL_FOG_COORD_ARRAY GL_FOG_COORDINATE_ARRAY 221GL_SRC0_RGB GL_SOURCE0_RGB 222GL_SRC1_RGB GL_SOURCE1_RGB 223GL_SRC2_RGB GL_SOURCE2_RGB 224GL_SRC0_ALPHA GL_SOURCE0_ALPHA 225GL_SRC1_ALPHA GL_SOURCE1_ALPHA 226GL_SRC2_ALPHA GL_SOURCE2_ALPHA 227</pre> 228<p> 229See the 230<a href="http://www.opengl.org/documentation/spec.html" target="_parent"> 231OpenGL specification</a> for more details. 232</p> 233 234 235 236<h2>Version 5.x features</h2> 237<p> 238Version 5.x of Mesa implements the OpenGL 1.4 API with the following 239extensions 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> 265Version 4.x of Mesa implements the OpenGL 1.3 API with the following 266extensions 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> 284Version 3.x of Mesa implements the OpenGL 1.2 API with the following 285features: 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> 299Version 2.x of Mesa implements the OpenGL 1.1 API with the following 300features. 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