The Mesa 3D Graphics Library

Documentation

  • Introduction
  • Project History
  • Developers
  • Platforms and Drivers
  • License and Copyright
  • Frequently Asked Questions
  • Release Notes
  • Acknowledgements

Download and Install

  • Downloading and Unpacking
  • Compiling and Installing
  • Precompiled Libraries

Need help?

  • Mailing Lists
  • Report a Bug

User Topics

  • Shading Language
  • EGL
  • OpenGL ES
  • Environment Variables
  • Off-screen Rendering
  • Debugging Tips
  • Performance Tips
  • Perfetto Tracing
  • Mesa Extensions
  • Application Issues
  • Viewperf Issues
  • Xlib Software Driver

Drivers

  • D3D12
  • Freedreno
  • Lima
  • LLVMpipe
  • Panfrost
  • VMware SVGA3D
  • V3D
  • VC4
  • Virtio-GPU Venus
  • Zink

Developer Topics

  • Source Code Repository
  • Source Code Tree
  • Development Utilities
  • Help Wanted
  • Development Notes
  • Coding Style
  • Submitting Patches
  • Releasing Process
  • Release Calendar
  • GL Dispatch
  • Gallium
    • Introduction
    • Debugging
    • TGSI
    • Screen
    • Resources and derived objects
    • Formats in gallium
    • Context
    • CSO
    • Buffer mapping patterns
    • Buffer mapping conclusions
    • Distribution
    • Gallium Post-processing
    • Glossary
    • Indices and tables
  • NIR Intermediate Representation (NIR)
  • Intel Surface Layout (ISL)
  • Android
  • Notes for macOS
  • Linux Kernel Drivers

Testing

  • Conformance Testing
  • Continuous Integration

Links

  • OpenGL Website
  • DRI Website
  • Developer Blogs

Hosted by:

  • freedesktop.org
The Mesa 3D Graphics Library
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  • Gallium
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Gallium¶

Contents:

  • Introduction
    • What is Gallium?
  • Debugging
    • Debug Variables
    • Remote Debugger
  • TGSI
    • Basics
    • Instruction Set
    • Explanation of symbols used
    • Other tokens
    • Texture Sampling and Texture Formats
  • Screen
    • Flags and enumerations
    • Methods
    • Thread safety
  • Resources and derived objects
    • Transfers
    • Resource targets
    • Surfaces
    • Sampler views
  • Formats in gallium
    • References
  • Context
    • Methods
    • Using several contexts
  • CSO
    • Blend
    • Depth, Stencil, & Alpha
    • Rasterizer
    • Sampler
    • Shader
    • Vertex Elements
  • Buffer mapping patterns
    • Portal 2
    • Terraria
    • Don’t Starve
    • Euro Truck Simulator
    • Plague Inc
    • Darkest Dungeon
    • Tabletop Simulator
    • Hollow Knight
    • Borderlands 2
  • Buffer mapping conclusions
  • Distribution
    • Drivers
    • Gallium frontends
    • Auxiliary
  • Gallium Post-processing
    • PP environment variables
    • Current filters
  • Glossary

Indices and tables¶

  • Index

  • Module Index

  • Search Page

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