Today I wanted to see if I can build mesa on FreeBSD. I had to do a few fixes in the code of libdrm and mesa, but the rest of the process was very similar to the steps I follow to build mesa on Linux. Only some paths and a few commands and settings had to be slightly different.
ANGLE is an EGL/GLES2 implementation on top of other graphics APIs. It is mainly used in systems that lack a native GLES2/GLES3 driver and in some browsers for example Chromium. As recently, I’ve used it for some browsers related work in Igalia‘s WebKit team (more on that coming soon) and had to set it up for debugging with GDB, I’d like to share the few extra settings and the configuration I’ve used to be able to use GDB and step inside the ANGLE API calls to examine the underlying driver API calls, when possible, while I was experimenting with ANGLE-based test programs.
Vulkan conformance tests for graphics drivers save their output images inside an XML file called
TestResults.qpa. As binary outputs aren’t allowed, these output images (that would be saved as PNG otherwise) are encoded to text using Base64 and the result is printed between
<Image></Image> XML tags. This is a problem sometimes, as external tools are required to display them. In this post I’d like to share a few simple hacks I’m using to display the CTS output as an image immediately after running a CTS test, hoping that they might be handy to more people who work on the drivers.
This is 10th post on OpenGL and Vulkan interoperability with EXT_external_objects and EXT_external_objects_fd. We’ll see the last use case I’ve written for Piglit to test the extensions implementation on various mesa drivers as part of my work for Igalia. In this test a stencil buffer is allocated and filled with a pattern by Vulkan and then it is used in OpenGL to render something else. We validate that the pattern has been imported correctly and we repeat the process for other depth-stencil formats.
In this 9th post on OpenGL and Vulkan interoperability on Linux with EXT_external_objects and EXT_external_objects_fd we are going to see another extensions use case where a Vulkan depth buffer is used to render a pattern with OpenGL. Like every other example use case described in these posts, it was implemented for Piglit as part of my work for Igalia‘s graphics team to check the extensions implementation of various mesa drivers.
This is the 8th post on OpenGL and Vulkan Interoperability with EXT_external_objects and EXT_external_objects_fd where I explain some example use cases of the extensions I’ve implemented for Piglit as part of my work for Igalia. In this example, a Vulkan vertex buffer is created and filled with vertices and then it’s used to render the same chess board pattern once with OpenGL and once with Vulkan.
This is the 7th post on OpenGL and Vulkan Interoperability with EXT_external_objects. It’s about another EXT_external_objects use case implemented for Piglit as part of my work for Igalia‘s graphics team. In this case a vertex buffer is allocated and filled with data from Vulkan and then it’s used from OpenGL to render a pattern on screen.
This is another blog post on OpenGL and Vulkan Interoperability. It’s not really a description of a new use case as the Piglit test I am going to describe is quite similar to the previous example we’ve seen where we reused a Vulkan pixel buffer from OpenGL. This Piglit test was written because there’s an interesting issue (Issue 7) in the spec according to which overwriting Vulkan buffers with glBufferSubData is not possible! This is interesting because we can overwrite textures but not buffers. When we attempt to overwrite a buffer using glBufferSubData the driver must return an Invalid Operation Error and this is what we tested with the
vk-pix-buf-update-errors test that can be found in
tests/spec/ext_external_objects directory like all other tests we’ve seen so far.
This is the 5th post of the OpenGL and Vulkan interoperability series where I describe some use cases for the EXT_external_objects and EXT_external_objects_fd extensions. These use cases have been implemented inside Piglit as part of my work for Igalia‘s graphics team using a Vulkan framework I’ve written for this purpose.
And in this 5th post, we are going to see a case where a pixel buffer is allocated and filled by Vulkan and its data are used as source data for an OpenGL texture image.