How do I use Mesa drivers on macOS?
John Klimek
jklimek at gmail.com
Tue Dec 26 16:01:01 UTC 2023
Thanks very much for the information!
Is it possible to link to the Mesa drivers without modifying the code?
For example, I'm hoping to link EDuke32 (game engine) to Mesa but I'm not
familiar with the code and I thought maybe I could just change the makefile
(or linker flags?) to link Mesa instead of the Apple OpenGL framework.
On Fri, Dec 22, 2023 at 8:05 AM Randall Frank <randall-frank at outlook.com>
wrote:
> For several of the apps I’ve worked on, the approach has been to isolate
> the application OpenGL code into a separate shared library and build it
> twice. Once vs the system OpenGL and once vs Mesa with name mangling
> enabled, isolating the bindings into two separate shared libraries. At
> runtime, you can generally load both shared libraries because of the
> namespace isoloation and pick the renderer on the fly as you see fit, or
> just select to load one or the other. I’ve used Apple OpenGL for onscreen
> and Mesa for batch mode in driver bug cases, printing, etc. My Mesa
> pipeline usually targets OSMesa contexts in this configuration.
>
>
>
> The approach depends a lot on how your code it structured, but it is an
> approach I’ve used.
>
>
>
> FWIW.
>
>
>
> *From:* mesa-users <mesa-users-bounces at lists.freedesktop.org> *On Behalf
> Of *John Klimek
> *Sent:* Wednesday, December 20, 2023 3:56 PM
> *To:* Martin Pernollet <martin.pernollet at protonmail.com>
> *Cc:* mesa-users at lists.freedesktop.org
> *Subject:* Re: How do I use Mesa drivers on macOS?
>
>
>
> Yeah I saw that too. I guess the first step is having somebody confirm
> that Mesa (software drivers at least) work on macOS applications that
> aren't X11 and then proceed to figure out how to use them...
>
>
>
> On Wed, Dec 20, 2023 at 3:31 PM Martin Pernollet <
> martin.pernollet at protonmail.com> wrote:
>
> This was suggested but I am not sure about this.
>
>
>
> When reading my discussion again I can see that adding X11 library to the
> path did not fixed anything.
>
>
>
>
>
> Le mercredi 20 décembre 2023 à 21:24, John Klimek <jklimek at gmail.com> a
> écrit :
>
>
> Thanks very much for the help! I was actually reading that thread as well.
>
>
>
> Is it true that Mesa on macOS requires X11 (Xquartz)? If so it's a
> dead-end for me unfortunately.
>
>
>
> On Wed, Dec 20, 2023 at 3:22 PM Martin Pernollet <
> martin.pernollet at protonmail.com> wrote:
>
> Hi John,
>
>
>
> I built and use Mesa on macOS in the past. You can find my notes here
>
>
>
> https://github.com/jzy3d/vtk-java-wrapper/blob/master/MESA.md
>
>
>
> I however had issues loading Mesa on macOS 11+ which I discussed here
>
>
>
>
> https://community.khronos.org/t/failing-to-load-mesa3d-on-macos-instead-of-macos-provided-opengl-library
> <https://community.khronos.org/t/failing-to-load-mesa3d-on-macos-instead-of-macos-provided-opengl-library/108408>
>
>
>
> Maybe that will help you a bit !
>
>
>
> Cheers,
>
>
>
> Martin
>
> Le mercredi 20 décembre 2023 à 19:38, John Klimek <jklimek at gmail.com> a
> écrit :
>
>
> Can anybody give me any information on using Mesa under macOS?
>
>
>
> I see that Homebrew also contains prebuilt Mesa binaries but I'm unsure
> how to use them. I know with Windows you simply place the Mesa DLLs
> (opengl32.dll, etc) next to the application executable and it works but I'm
> not sure with macOS.
>
>
>
> My goal is to use eduke32 [game engine] with the llvmpipe driver. I can
> compile eduke32 under macOS but again I'm unsure how to implement Mesa.
>
>
>
> Thanks for any help!
>
>
>
>
>
>
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