mesa-dist-win
apitrace
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mesa-dist-win | apitrace | |
---|---|---|
35 | 8 | |
808 | 2,529 | |
- | 0.8% | |
8.9 | 7.5 | |
7 days ago | about 6 hours ago | |
Batchfile | C++ | |
MIT License | MIT License |
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mesa-dist-win
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Better performance on Intel Arc (Windows)
Go to the website https://github.com/pal1000/mesa-dist-win/releases and download mesa3d-23.3.0-release-msvc.7z, or whatever the latest version is. Just make sure it’s the release version. I assume either the MinGW version or the MSVC version will work, but I’ve only tried the MSVC version (and it's a smaller download).
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Pre-built Mesa3D VKN and GL on Windows
The thing is, I'm only a little more smart than most normies and the instructions provided in the website aren't clear enough for me, so I figured out I could use a precompiled version of Mesa3D (if it even exists) for Windows for convenience sake. In my searches, I have found two Github repositories of pre-built Mesa3D drivers but I don't know if they're safe. (https://github.com/pal1000/mesa-dist-win) (https://github.com/mmozeiko/build-mesa)
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heyhey! how to run purrgatory, or other godot games, on legacy hardware!
all you need to do is download and run this thing called the "Mesa Injector"
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Intel G41 Express Chipset problem
The default WDDM driver provided by Microsoft for that GPU is a stripped down version of Intel's reference drivers without the control panel applet and the OpenGL dlls. The older Windows 7 driver will not install on anything newer because it is hardcoded to expect NT version 6.x. There were some patches released about a decade ago to fix this but you're better off running Mesa3D which re-implements OpenGL 3.3 in software https://github.com/pal1000/mesa-dist-win
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Running modern OpenGL Windows games on Crossover
I've managed to run Windows game (Homeworld Remastered) that uses modern OpenGL (3.3) on Crossover using Mesa Zink (OpenGL implementation over Vulkan) build for Windows that you can find here: mesa-dist-win. So if you check Homeworld Remastered or any other modern OpenGL game status on Crossover you will notice that it doesn't work. The issue is that Crossover OpenGL support is limited to 2.1 even if macOS itself supports up to 4.1. I'm not sure why but that means no modern OpenGL Windows games for us. This is where Mesa Zink comes to shine. Zink is Mesa (open source OpenGL/Vulkan/etc. and drivers implementations that are used by Linux and some other operating systems) driver that implements OpenGL on top of Vulkan. There is no native Vulkan on macOS but there is MoltenVK. I was curious if MoltenVK is good enough to run Zink and some big game and turns out it is. Homeworld is working fine and performance is good. I didn't play whole campaign so I can't promise it will work without any issues but I tested it in tutorials and Player vs CPU mode and it seems to work fine with only two minor issues - game will crash if anti aliasing is enabled and there is some minor graphical glitches with invisible ships.
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Reminder: Persona 4 Golden has been effectively unplayable since Driver 22.5.2
If it's OpenGL-based, have you tried Zink? It was originally meant for Wine/Linux environments, but it should be in there as a normal DLL. It will redirect OpenGL calls to its own Vulkan-based compatibility layer.
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osu! skin mixer v2.0 - a swiss army knife for your skins folder! Details in comments
i do wonder if you can use https://github.com/pal1000/mesa-dist-win to solve your opengl errors, ive only ever tried it in a vm though
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No Love For Radeon RX 6000 GPUs? AMD Releases RX 7000-Exclusive Radeon Software with no previous generation drivers in sight
Just gonna leave this here.
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Build your own Android Emulator with QEMU and Bliss OS on Windows 10/11 with Hyper-V enabled
instead of 46 & 460 with my Windows drivers. So I think there is still something preventing your system from working. I would recommend you submit an issue and see if pal1000 or someone else can help troubleshoot the issue: https://github.com/pal1000/mesa-dist-win/issues
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Game crashes to desktop with a submit crash report window on Linux...
Try this like the Hiacenty did but for win https://github.com/pal1000/mesa-dist-win/issues/63
apitrace
- Apitrace – trace and replay OpenGL, Direct3D, and DirectDraw APIs calls
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Wrong result when using OpenGL for GPGPU computing
You have several tools, this can be done by printing debug messages using extensions such as KHR_debug, or using specific tools which will inject themselves between your OpenGL calls and your driver such as apitrace or RenderDoc. I recommend running your program in RenderDoc regularly even if everything seems to work fine as it may help you catch some subtle bugs.
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Benchmark and optimization
That said, the profiling situation for non-NV users is not completely hopeless. You can still use API timer queries to get an idea of how long events take on the device. Tracy also supports GPU profiling, but I suspect it's just a fancy way of inserting timer queries. apitrace also claims to support profiling OpenGL apps, but I'd be wary of overhead as it's doing a lot of other things besides profiling.
- Opengl invalid operation error on glBindTexture (opengl 3.3 core)
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Total War: Shogun 2 native version by Feral Interactive crashes instantly, gives a weird error
At first I thought Feral probably used it accidentally, but this thread about the symbol's use in apitrace seems to shed some light:
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Help with SkiaSharp rendering in an AvaloniaUI control
I don't see anything wrong with your code, altough I'm not familiar with Avalonia or Silk. I suggest you try to use apitrace for (a probably long and painful day) debugging it.
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Godot crashes whenever I make an OpenGL 3.0 project
I get that it's hard to debug without direct access, but isn't there some dump or log that they could generate and provide? Maybe something like using apitrace?
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Looking for help reporting a mesa bug with the game Indivisible
Pierre-Eric Pelloux-Prayer @pepp · 6 months ago Developer https://github.com/apitrace/apitrace/blob/master/docs/USAGE.markdown is the basic doc. For Steam games I usually go to the game's folder (probably $HOME/.steam/steam/steamapps/common/Indivisible) and try to run the game with apitrace (apitrace trace indivisible-executable). It should print a line to indicate where the trace file is written to (apitrace: tracing to somefile.trace.
What are some alternatives?
windows-utils - Windows tools to use like linux in wsl2
renderdoc - RenderDoc is a stand-alone graphics debugging tool.
swiftshader-dist-win - Google SwiftShader Windows builds focused on Vulkan driver with utilities to help usage
reshade - A generic post-processing injector for games and video software.
sodium-fabric - A Fabric mod designed to improve frame rates and reduce micro-stutter
d3d8to9 - A D3D8 pseudo-driver which converts API calls and bytecode shaders to equivalent D3D9 ones.
wsa-toolbox - A Windows 11 application to easily install and use the Windows Subsystem For Android™ package on your computer.
VK-GL-CTS - Khronos Vulkan, OpenGL, and OpenGL ES Conformance Tests
Windows-DARK - A Windows based program that turns on/off DARK MODE based on custom time schedule
gfr - Graphics Flight Recorder (GFR) is a Vulkan layer to help trackdown and identify the cause of GPU hangs and crashes.
dxvk - Vulkan-based implementation of D3D9, D3D10 and D3D11 for Linux / Wine
Silk.NET - The high-speed OpenGL, OpenCL, OpenAL, OpenXR, GLFW, SDL, Vulkan, Assimp, WebGPU, and DirectX bindings library your mother warned you about.