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  2. Mesa (computer graphics) - Wikipedia

    en.wikipedia.org/wiki/Mesa_(computer_graphics)

    Generic Buffer Management (GBM) is an API that provides a mechanism for allocating buffers for graphics rendering tied to Mesa. GBM is intended to be used as a native platform for EGL on DRM or openwfd. The handle it creates can be used to initialize EGL and to create render target buffers. [117]

  3. EGL (API) - Wikipedia

    en.wikipedia.org/wiki/EGL_(API)

    EGL is an interface between Khronos rendering APIs (such as OpenGL, OpenGL ES or OpenVG) and the underlying native platform windowing system. EGL handles graphics context management, surface / buffer binding, rendering synchronization, and enables "high-performance, accelerated, mixed-mode 2D and 3D rendering using other Khronos APIs."

  4. Direct Rendering Infrastructure - Wikipedia

    en.wikipedia.org/wiki/Direct_Rendering...

    The basic architecture of the Direct Rendering Infrastructure involves three main components: [8] the DRI client —for example, an X client performing "direct rendering"— needs a hardware-specific "driver" able to manage the current video card or graphics adapter in order to render on it.

  5. Mir (software) - Wikipedia

    en.wikipedia.org/wiki/Mir_(software)

    Mir is built on EGL [8] and uses some of the infrastructure originally developed for Wayland [9] such as Mesa's EGL implementation [8] and Jolla's libhybris. [10] [11] The compatibility layer for X, XMir, is based on XWayland. [12] Other parts of the infrastructure used by Mir originate from Android.

  6. ANGLE (software) - Wikipedia

    en.wikipedia.org/wiki/ANGLE_(software)

    ANGLE (Almost Native Graphics Layer Engine) is an open source, cross-platform graphics engine abstraction layer developed by Google. [1] ANGLE translates OpenGL ES 2/3 calls to DirectX 9, 11, OpenGL or Vulkan API calls.

  7. OpenGL ES - Wikipedia

    en.wikipedia.org/wiki/OpenGL_ES

    OpenGL for Embedded Systems (OpenGL ES or GLES) is a subset of the OpenGL computer graphics rendering application programming interface (API) for rendering 2D and 3D computer graphics such as those used by video games, typically hardware-accelerated using a graphics processing unit (GPU).

  8. Video Acceleration API - Wikipedia

    en.wikipedia.org/wiki/Video_Acceleration_API

    An example of vainfo output, showing supported video codecs for VA-API acceleration. The main motivation for VA-API is to enable hardware-accelerated video decode at various entry-points (VLD, IDCT, motion compensation, deblocking [5]) for the prevailing coding standards today (MPEG-2, MPEG-4 ASP/H.263, MPEG-4 AVC/H.264, H.265/HEVC, and VC-1/WMV3).

  9. OpenGL - Wikipedia

    en.wikipedia.org/wiki/OpenGL

    Screenshot of glxinfo, showing information of Mesa implementation of OpenGL on a system Mesa 3D is an open-source implementation of OpenGL. It can do pure software rendering, and it may also use hardware acceleration on BSD , Linux , and other platforms by taking advantage of the Direct Rendering Infrastructure .