infact, opengl is only a standard which has no "source code" only definitions how it should work, so there are multiple opengl implementations (usually the ones in the driver)
for an opensource software opengl implementation visit http://www.mesa3d.org/
Not disagreeing with you but OpenGL isn't "open source". OpenGL is an open spec that people can implement. AMD and Nvidia don't offer up sources for the implementations that come with their drivers.
That said there are open source implementations of OpenGL. Mesa is the most popular open source implementation atm. Though it's not really up to the latest spec of OpenGL(4.4, mesa is up to 3.3 iirc) there has been a recent push to get it up to date which is part of a larger push for OpenGL and more open platform in general.
As someone who is trying to gamedev on a machine with Intel HD 3000 graphics, I can confirm that intel graphics are poop; to the point where spending 10 HOURS to complile Mesa3D was worth it, SINCE IT ACTUALLY SUPPORTS OPENGL...
Because OpenGL is a specification, not code itself. The vendor implementation (AMD or Nvidia) may be closed, but that doesn't make the standard itself closed.
If you want to make your own implementation, this would probably be a good starting point. Or, if you want the source to an existing implementation, check Mesa3D.
I have begun porting Mesa, osmesa (http://www.mesa3d.org/osmesa.html) could be used to generate the pixel array to start. The VBE framebuffer can still be used directly.
Of course, this will change in the future.
seems like it.
dnf info mesa-libOpenCL Using metadata from Thu Aug 6 15:59:48 2015 (0:01:26 hours old) Available Packages Name : mesa-libOpenCL Arch : i686 Epoch : 0 Version : 10.4.7 Release : 1.20150323.fc21 Size : 5.2 M Repo : updates Summary : Mesa OpenCL runtime library URL : http://www.mesa3d.org License : MIT Description : Mesa OpenCL runtime library.
There might be a good reason for that. "Gallium 0.4 on llvmpipe" suggests the system is using software rendering:
http://www.mesa3d.org/llvmpipe.html
Make sure you installed the proper drivers for that GT210M. The latest version you can use is 340.96.
Even though the intel driver doesn't yet fully support 4.1 (only radeonsi and nvc0 do right now), it does support a large subset of it.
I don't actually own this game and I don't know what extensions are they using but you could try setting MESA_GL_VERSION_OVERRIDE to 4.1 or 4.2, depending on what the game actually requires and see if the partial implementation is enough to run the game, you may get lucky.
Here's a list of environment variables if you feel like fiddling with it:
> OpenGL core profile version string: 4.1 (Core Profile) Mesa 11.0.6 (git-2555e00)
Also, from http://www.mesa3d.org/relnotes/11.0.6.html:
> Mesa 11.0.6 implements the OpenGL 4.1 API, but the version reported by glGetString(GL_VERSION) or glGetIntegerv(GL_MAJOR_VERSION) / glGetIntegerv(GL_MINOR_VERSION) depends on the particular driver being used. Some drivers don't support all the features required in OpenGL 4.1. OpenGL 4.1 is only available if requested at context creation because compatibility contexts are not supported.
when i was interested, there were none low-level;
there are some overviews
but not much details
performance counters are registers on the gpu (as most control things are)
mesa(gallium)/libdrm/kernel probably exposes them in one way or another
check out the gallium hud source on how to access them ?
perfdom(ain) is probably a set of registers (stored in a range (addr to addr) in main memory) regarding one part of gpu operations
if you don't know what registers are, then this is currently too low level for you
although the kernel and mesa expose the data to a higher level
"When all else fails, read the source"
or ask on the mailing list or IRC
edit: /u/artenta gave a better reply, upvote him and not me
I suppose this bug waiting before someone will post it on R600g bugtracker:
http://www.mesa3d.org/bugs.html
https://bugs.freedesktop.org/buglist.cgi?component=Drivers%2FGallium%2Fr600
Of course if you're using R600g.
False (GNOME 3.4), it still requires 3D acceleration. Perhaps you're thinking of the work Fedora's done to enable gnome-shell to run on llvmpipe?
Build Mesa using scons and drop the resulting DLLs next to your executable. They'll override the system-wide OpenGL DLL with Mesa's software rasterizer.
This is how I invoke scons
:
scons -j2 build=release machine=x86 platform=windows opengl32
Adjust -j
to taste/cores.
Just a quick tip.
You can force the OpenGL version with the environment variable MESA_GL_VERSION_OVERRIDE
.
This can be useful if the driver is missing a couple of features to reach a certain OpenGL spec but your app does not use them anyway. There was also a guy in this thread saying that OpenGL 2.0 works faster for him, so that could be one scenario as well.
For example:
MESA_GL_VERSION_OVERRIDE=2.1 ./extremely_cool_snowboarding_game
The full list of environment variables can be found at Mesa website.
Don't buy your graphics card based on its Wayland support, because it's a moving target. Any advice could be counter-productive in the long term. In you want to gaming, ask to /r/linux_gaming people for a good card, and after that ask for its actual Wayland support and future perspectives.
Anyway, any Intel, AMD or NVIDIA card is going to be supported by the free/open source drivers (see Mesa3D), so you have covered the basis. The point is the 3D performance.
I hardly know any GLSL, but I would say
You could compare with https://www.khronos.org/opengles/sdk/tools/Reference-Compiler/ and http://www.mesa3d.org/shading.html#standalone
Don't real world shaders usually declare their version in the first line? Your parser doesn't look like it can handle that:
$ echo '#version 150' | ~/glsl-parser/glsl-parser - terminate called after throwing an instance of 'std::bad_alloc' what(): std::bad_alloc [1] 29628 done echo '#version 150' | 29629 abort (core dumped) ~/glsl-parser/glsl-parser -
Which features? I only see a hotfix release.
Why didn't you link to a changelog?
> New features > > Note: some of the new features are only available with certain drivers. > > GL_ARB_buffer_storage on i965, nv30, nv50, nvc0, r300, r600, and radeonsi > GL_ARB_multi_bind on all drivers > GL_ARB_sample_shading on nv50 (GT21x only), nvc0 > GL_ARB_separate_shader_objects (desktop OpenGL) and GL_EXT_separate_shader_objects (OpenGL ES 2.0 and 3.0) on all drivers > GL_ARB_stencil_texturing on i965/gen8+ > GL_ARB_texture_cube_map_array on nv50 (GT21x only) > GL_ARB_texture_gather on nv50 (GT21x only), nvc0 > GL_ARB_texture_query_lod on nv50 (GT21x only), nvc0 > GL_ARB_texture_view on i965/gen7 > GL_ARB_vertex_type_10f_11f_11f_rev on nv50, nvc0, radeonsi > GL_ARB_viewport_array on nv50, r600 > GL_INTEL_performance_query on i965/gen5+ > > Bug fixes > > TBD.
Not that lagging but it seemed to stop development for like five years. According to this ogl2.1's release was june 2007 and 3.1's release was oct 2012--which is basically just a year ago. So 2.1 release took 1 year after specification release date and 3.1's release was 3.5 years. I'm surprised it's only taken them this long to come out with 4.1, but to be fair 2.1 to 3.1 was a much bigger step than 3.1 to 4.1.
>this involves two commands
ROFL
http://www.mesa3d.org/install.html
Good luck. I just don't fucking know what to do when I get some fucking obscure error that has 10 results in a google search.
If possible, upgrade your PC. I'm assuming that's not an option since you're posting here, but it's very hard to learn graphics without being able to actually run your code.
If you can't get a GPU which supports modern OpenGL, the next best thing would be to find a software renderer which implements OpenGL. Mesa is one such implementation. It uses a GPU if it's available, but falls back to software rendering if a GPU isn't available. Bear in mind that software rendering is almost always slower than hardware rendering, but it should work
>Why the R9 380 and not a RX480? :o
Aftermarket, budget, etc.
What would I want to set to do exactly what happens when you set the limit in Windows' Catalyst Control Center to x16? MAX_TESS_GEN_LEVEL 16?
Looking at http://www.mesa3d.org/envvars.html, it looks like I can't set those as environment variables. If that's the case, this better not be something that matters as much in OpenGL, or I'm gonna be a sad panda. The fact that Arch's AUR doesn't have any patched version related to tessellation implies it probably doesn't matter. I hope so.
I think almost any other distro's package manager will let you keep your older X/Wayland/kernel while still enjoying new packages. There's more than just Ubuntu out there.
Mesa itself does support OpenGL 3.2+, with the latest version supporting 4.1, but it may not do so for your open source driver.
Mesa actually covers all 3 because cherry picking is not in the open source spirit. :)
> Mesa is the OpenGL implementation for several types of hardware made by Intel, AMD and NVIDIA, plus the VMware virtual GPU.
It has the very important distinction of being completely free of god-awful legacy code, of not having the braindead programming model of "openGL objects" (so goddamn braindead, Never Again), it's going to have much more complete documentation, and the driver implementation is expected to be 50k LOC rather than 5*mil* LOC.
It's not OpenGL. Take a look at the Mesa openGL implementation - it's still at OpenGL ~3.3 after two decades of "catching up", because the spec is bloody huge. It's been around since 1993, and we still haven't caught up to the GL spec. It's not as big as the Nvidia driver team, sure, but it has corporate backing from companies like Intel; the problem really is GL being damn huge.
Vulkan isn't similar to GL at all, unless all you know about it is "it's an open graphics spec standard".
> LibreGL
No no, it couldn't possibly be called that. To quote from Mesa's license page: "Please do not refer to the library as MesaGL (for legal reasons)".
Besides, "Libre" only applies if it's a fork born caused by either organisational or severe code quality issues. :P
You can try overriding the reported OpenGL version via an env var, see:
http://www.mesa3d.org/envvars.html
but even if you get it to run, the performance will assuredly by atrocious and much lower than on windows compared to how newer amd gpus on radeonsi do.
And now I'm trying Mesa as well; apparently you git clone git://anongit.freedesktop.org/git/mesa/mesa
and then ./autogen.sh
(NOT ./configure, as the compiling instructions state). Currently stuck on this issue; I cannot configure mesa, because my version of libdrm is 2.4.58 instead of 2.4.66.
I guess that means I have to find libdrm and compile that from source as well.
MESA_GL_VERSION_OVERRIDE=4.1 glxinfo
http://www.mesa3d.org/envvars.html
> MESA_GL_VERSION_OVERRIDE - changes the value returned by glGetString(GL_VERSION) and possibly the GL API type.
This is just me doing the same googling you would but there is hope:
Mesa on Android in 2011: http://www.phoronix.com/scan.php?page=news_item&px=OTgzMw, in 2015, hmm: http://www.phoronix.com/scan.php?page=news_item&px=Android-Mesa-Bad-Shape
We already have this on Linux:
http://www.mesa3d.org/llvmpipe.html
MesaGL can translate OpenGL to CPU. And like everyone's trying to tell you, it's not very performant and it's unclear what use this would be today when even very cheap CPU chipsets have some type of GPU built in.
Benchmarks: http://www.phoronix.com/scan.php?page=news_item&px=MTM4OTM
Even old, low-level Haswell 4600 graphics are much faster than running 3D via CPU.
What does glxinfo command show inside the linux guest? You may need to install this via yum install glx-utils.
The error points to a problem with compressed texture support, this may not be available I recall there being some weird licensing issues with compressed textures. So you may be out of luck if this extension is not supported. See this page. http://askubuntu.com/questions/56379/is-there-an-easy-way-to-enable-s3tc-on-intel-graphics.
You can also check this page for info on enabling 3D in a Linux guest. http://www.mesa3d.org/vmware-guest.html
Mesa 7.10.2 is quite old, try updating your system. Or at least update to the next bugfix release.
Also, it does say:
> WebGL Renderer Blocked for your graphics card because of unresolved driver issues.
I can almost guarantee you that the first step (purge/reinstall) simply automatically did the rest of the steps I suggested (aside from the kernel update).
BTW, mesa 10.7 (which you have) actually supports opengl 3.3 but does not always report 3.3 support because of this:
> OpenGL 3.3 is only available if requested at context creation because compatibility contexts not supported.
So basically it's a problem with the program you're trying to run -- not your drivers. If the program does not request opengl 3.3, it will of course fail to run when it can't get any 3.3 features.
if you use the open source mesa radeon drivers (mesa 8.x.z+ i think) you can enable MLAA with the PostProcessing flags (http://www.mesa3d.org/postprocess.html)
that is LC_ALL=C pp_jimenezmlaa=8 ./KSP.x86_64
.
That works for me (mesa 10.4.5) - could also work on nouveau
.
Graphic drivers are split into two parts. Kernel part and userspace graphic stack.
http://en.wikipedia.org/wiki/Gallium3D
Even thou only AMD I am aware of are using gallium 3d driver infustructure. It should provide the idea the seperation between kernel and graphics.
The job of the kernel side driver is manage the card aka suspend, hibernate, expose hw registers, etc.
The job of the graphic stack is to interface with the kernel driver and provide a opengl/direct 3d interface that basically runs your software and probably a 2d graphic stack for desktop aceleration. Here is the problem, opengl/direct3d is a huge stack of graphic algorithms that requires expensive R/D and profiling to make it fast and work right. When nvidia and amd are releasing new drivers, majority of the time they are optimizing the graphic stack.
I am not an expert on this matter. If you truely wish to learn about graphic drivers
http://xorg.freedesktop.org/wiki/RadeonFeature/ http://www.mesa3d.org/lists.html
you can probably talk to linux graphic devs. Be curtious because their day job is to write complex software not talk to users.
Check out Mesa3D and install the latest Mesa release yourself.
The instructions on the Download/Install section (links on the left side of the page) look pretty clear.
It's not a one-click install, anyway if you need it it's not a hard way.
I wasn't talking about some "basic driver" or other "proof of concept" things, but the Mesa/Gallium3D infrastructure that is used on millions of Linux installations and for r600 cards can achieve around 80-90% of the performance of the binary blob driver. Also, I'm pretty sure implementing OpenGL 4.0 features + tons of piglit tests to verify that the driver behaves exactly according to the specification doesn't exactly allow for "taking shortcuts".
> Assuming that works, it would be completely fruitless as the performance just isn't there in the GPU.
It'd be CPU emulation, the Monster3d has a completely fixed pipeline, and the perspective transforms and alpha blending (does it even do alpha?) isn't going to cut things. So just treat it as a framebuffer that happens to have no VGA BIOS, but extraordinary 2d acceleration capabilities, for a card of its age.
llvmpipe, OTOH, is going to use all your cores and lots of SSE.