Noob question

Jens Owen jens at jelo.com
Sat Mar 30 17:02:01 UTC 2024


On Sat, Mar 30, 2024, 8:42 AM Manuel Dun <manueldun at gmail.com> wrote:

> What I hopefully want to do is to contribute to the mesa 3d project.
>

Wonderful!

Since mesa has so many moving parts it seems overwhelming, I know the
> documentation is there but I want to debug the source code with gdb to
> compare and strengthen my knowledge. A good-first-task would be ideal
> to start working. What is the correct way to, for example, test that
> my patch is working?


This page has some starting points for new Mesa developers:
https://docs.mesa3d.org/helpwanted.html

You mention a loader, can you explain that to me?
>

Our 3D APIs are often thin veneers over hardware drivers. When you link
against the Vulcan library, that library figures out which hardware driver
matches your GPU and then loads it and tries to get it if the way as much
as possible.

By the way, I am not used to using a mailing list, if this email is
> not correctly sent please let me know.
>

Following up on list is generally preferred so others can learn from your
questions and the communities answers.

We also suggest you look for the appropriate list based on topic. This one
is shifting to development, do best to start looking at the various Mesa
developer's lists for follow up.

Hope this helps!


> El sáb, 30 mar 2024 a las 8:42, Jens Owen (<jens at jelo.com>) escribió:
> >
> >
> >> I want to link a vulkan app written by me to the mesa3d source code to
> >> be able to step in it with the debugger. The app has the mesa 3d as a
> >> subproject. My question is, what is the name of the vulkan dependency
> >> so i can add it to my executable in the meson.build? Is it possible to
> >> do it this way? What would be the correct way to do this?
> >>
> >> My current setup is linux mint os with an amd gpu and I was able to
> >> compile mesa 3d version 23.3
> >
> >
> > My familiarity with exactly how Mesa integrates open source drivers like
> RADV, Mesa’s Vulkan driver for AMD, is minmal, but there is excellent
> documentation here:
> > https://docs.mesa3d.org/drivers/radv.html
> >
> > Depending on what you need to do, you might not need to build a
> debuggable version of that driver and can instead rely on either logging
> from the RADV driver by setting environment variables, or using the
> validation layers from LunarG’s Vulkan SDK.
> >
> > I wouldn’t recommend rebuilding the main Vulkan library, unless you want
> to get into the guts of the loader itself.
> >
>
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